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Book ^1___ 

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COHOSIGHT DEPOSIT". 



THE GIST OF AUCTION BRIDGE 



THE GIST OF 
AUCTION BRIDGE 

A Concise Guide to the Scientific Game 
With Suggestions for Good Form 

BY 

Charles Emmet Coffin 

Author of "The Gist of Whist," "Multum in Parvo," etc. 



To which is added the complete code of 
the Laws of Auction, as recently re- 
vised by the Whist Club of New York 




Chicago 

A. G. McGlurg & Go. 

1917 






Copyright 

A. C. McClurg & Co. 

1917 



Published May, 1917 



■ 



/ 



JUN-I 1917 



©CI.A467246 



AUTHORITIES CONSULTED 

Auction Declarations . . Milton C. Work 

Auction Bridge for All . R. F. Foster 
Conventions of Auction 

Bridge Wilbur C. Whitehead 

Auction Tactics .... Bryant McCampbell 

Real Auction Bridge . . A. R. Metcalfe 

Expert Auction .... E. V. Shepard 

A. B. C. of Auction Bridge G. E. Atherton 

Complete Auction Player . Florence Irwin 

Laws of Auction, 1917 . Whist Club of N. Y. 



Every player must decide for himself at what 
point, below the highest point, of efficiency and 
good form, he is content to be classed. 



PREFACE 

'T^HIS brief addition to the literature of the 
■*• most popular card game of the day is writ- 
ten for the benefit of all persons who want to 
learn and play the real game as it is played by 
the experts and best players in the clubs. 

The rules and tables herein given are in har- 
mony with the recognized authorities, and form, 
therefore, a correct guide to the scientific game. 

If you do not learn and play in accordance 
with this system, you do not play Auction Bridge 
but rather a spurious form of the game which 
might better be known as " Bumble-Puppy 
Bridge," which, according to the dictionary, is 
11 a manner of playing the game either in igno- 
rance of all known rules, or in defiance of them, 
or both." 

If you want to learn how the genuine game is 
played, under the new rules and laws, you will 



Preface 

be interested in this book, and it will help you, 
otherwise you will have no use for it. 

The student of the game should, first of all, 
read this volume consecutively and carefully, 
from cover to cover, and thus become familiar 
with its general scope and arrangement. The 
one reading will afford much information in 
regard to the conventional rules, good form, 
and correct play that the average player has 
never known. He should then return to the 
tables and rules for the bids and leads, and 
with the cards before him in all the combinations 
and situations mentioned, become so familiar 
with them that they will be readily recognized 
and remembered. 

With this good beginning, he will be worthy 
of a seat at the table with good players, and will, 
with the exercise of ordinary card sense, soon 
become a desirable partner, and an interesting, 
not to say formidable opponent- 



CONTENTS 

I Fundamental Principles . . . . i 

II Conventional Bids 21 

III Conventional Leads 49 

IV Conventional Plays 61 

V Practical Precepts 71 

VI The Laws 103 

Index 145 



THE GIST OF AUCTION BRIDGE 



SAFETY FIRST 



IN ORDER TO "PLAY SAFE" YOU MUST 



Know the bids and when to stake them, 
Know the leads and when to make them, 
Know the tricks and when to take them, 
Know the rules and when to break them, 
Know the laws and ne'er forsake them. 



PART I 

FUNDAMENTAL PRINCIPLES 

INTRODUCTORY 

'TpHERE are two separate and distinct grades 
-*" of the game played under the name of 
Auction Bridge: 

i. The Scientific Game 
2. The Guessing Game 

In the first, your partner understands the 
general character of your hand from your bids, 
and the strength of your suits from your leads. 
The two hands are thus combined as one, which 
is the basis of the scientific system. 

In the second, no correct information is given 
by the bids or leads, no partnership interests are 

1 



2 The Gist of Auction Bridge 

understood, and so the play descends to the level 
of a mere guessing game. 

Auction Bridge, like Whist, is a partnership 
game, in which there are two sides or firms, of 
two members each, engaged in the same line of 
business, and competing for the profits or 
"tricks" of the trade. There are no senior or 
junior partners. They are equal all the time, 
and must agree to combine their assets (their 
cards) in the venture of the game, and play, or 
work the same together for their joint benefit, 
profit, and advantage, in pleasant rivalry with 
the two partners of the other firm having their 
total assets similarly combined. 

It is the full acceptance of this theory of joint 
ownership, carried out faithfully and intelli- 
gently, that distinguishes the scientific game 
from the guessing game. In order to attain the 
greatest degree of efficiency and success, it is 
necessary of course that each partner shall un- 
derstand and play according to the partnership 
rules. 



Fundamental Principles 



The scientific game is a language, and like 
any other language, must be studied and learned 
before it can be understood or correctly spoken. 
Its general rules and principles have been re- 
duced to a science by reasoning of a high order, 
confirmed by the accumulated experience of 
expert players, and the correct method or lan- 
guage can only be acquired by a regular course 
of study. But the problem is not a difficult one 
and can easily be solved. The following from 
the pen of William Pole, one of the best writ- 
ers on Whist, will apply to Auction Bridge, 
and is here given for the encouragement of 
all students of the game: 

But when the mode of play is shown to be a system, 
easily explained, and as easily comprehended, it is 
astonishing in how different a light the game appears. 
Its acquisition, instead of being laborious and repulsive, 
becomes easy and pleasant ; the student, instead of being 
frightened at the difficulties, finds them vanish before 
him; and even those who, having formerly practiced 
without method, take the trouble of learning the sys- 
tem, suddenly see the light breaking in upon them, and 



4 The Gist of Auction Bridge 

soon find themselves repaid a hundred-fold in the in- 
creased enjoyment and satisfaction the game will afford 
them. 

Considering the great popularity of Auction 
Bridge, and the extent to which it is attempted 
in all classes of society, together with the fact 
that so few persons have learned to play it cor- 
rectly, there would seem to be excuse for one 
more effort to show that the " mode of play is a 
system easily explained and as easily compre- 
hended," and to induce the many to study this 
system and thus acquire the greater interest and 
higher intellectual pleasure enjoyed by the few 
in a correct knowledge of the genuine game. 
Originality is not claimed except in the arrange- 
ment and brief form of statement. 

Though old the thought and oft expressed, 
'Tis his at last who says it best. 

The object of this work, therefore, is only 
to reduce the rules and principles of the game 
to convenient and practical form, so arranged 



Fundamental Principles 



and systematized that its theory may be easily 
comprehended, the rules quickly committed, and 
the practice readily acquired. 

If the student of the game desires to pursue 
the subject further, and learn more of the 
theory, and secure fuller instruction in the 
practice, the excellent works of the authors 
herein referred to, are cordially recommended. 

THEORY AND PRACTICE 

There is a class of players, who, from lack 
of time, inclination, or capacity, do not read 
the books or study the scientific system as out- 
lined by the experts. They seem fond of mak- 
ing mention of the fact that they do not play 
the "book game"; prefer to play their own 
hand in their own way, etc. An illiterate person 
might explain that he did not talk u book Eng- 
lish," but such explanation would be entirely 
unnecessary; the fact would be known by schol- 
ars from his first sentence. So with the science 



6 The Gist of Auction Bridge 

of Auction Bridge; if the player is not versed 
in the modern method it will not be necessary 
for him to tell it ; the fact will be known by good 
players in the first hand. Then there is another 
class of players who think that correct play 
is wholly dependent on the book rules. Both 
of these classes fall short of the real road to 
success. 

The true way to acquire the greatest efficiency 
is to learn the scientific system from the books, 
as developed and formulated by the experts, 
and then put this knowledge into practice by the 
exercise of the powers of observation, judg- 
ment, and memory in frequent games with prac- 
ticed players. This will develop the essential 
quality of individual skill, and test the ability 
to draw correct inferences from the information 
imparted in the bidding and play of the hand. 

Cavendish says : " Correct play is dependent, 
from trick to trick, on the inferred position of 
the unknown from observation of the known. " 
McCampbell affirms that : " To match our wits 



Fundamental Principles 



against others of the same mental strength as 
ourselves, and either do or be done by, makes 
an interesting and intensely stimulating contest." 

The real joy and thrills in the game come 
from the opportunities to outgeneral the adver- 
saries in all the points of bidding and playing, 
and the ability to do this is dependent largely 
upon the individual skill and judgment that can 
not be imparted by the books alone. 

After the opening bids are made the rules 
are relaxed, and the final declaration is made 
on the judgment of the player from the previous 
bids. And in the play of the hand, after the 
first round the game is on the table, and not in 
the books. The greatest pleasure and success, 
therefore, must be found in a correct knowledge 
of both theory and practice, 

DESCRIPTION OF THE GAME 

Auction Bridge is played by four persons, 
two of whom are in partnership against the 



8 The Gist of Auction Bridge 

other two. Two packs of fifty-two cards each 
are used, and these packs should be of different 
colors. 

The players cut for partners and the deal. 
The lowest cut of the four has the choice of the 
cards and the seats. The two lowest play 
against the two highest. In cutting, the Ace is 
the lowest; as between cards of otherwise equal 
values, the spade is the lowest, the heart next, 
the diamond next, and the club is the highest. 

The Dealer presents the pack to the adver- 
sary on his right hand to be cut; the adversary 
must take a portion from the top of the pack 
and place it toward the Dealer; at least four 
cards must be left in each packet. The Dealer 
must reunite the packets by placing the one not 
removed in cutting upon the other. Some would- 
be polite players think they must complete the 
cut, but this is not in accordance with the eti- 
quette of the game. It is the privilege of the 
Dealer to complete the cut. 

When the pack has been properly cut and 



Fundamental Principles 



reunited, the Dealer must distribute the cards, 
one at a time, to each player in regular rotation, 
beginning at his left. In the event of a misdeal, 
the same pack must be dealt again by the same 
player (See Laws, Sec. 37). 

The Dealer's partner must collect the cards 
from the preceding deal and, after shuffling, the 
cards must be placed face downward to the left 
of the next Dealer, where they must remain un- 
touched until the end of the current deal. Some 
players think they must pass the pack over in 
front of the next Dealer and place it at his right. 
This is a violation of both law and etiquette. 
The Dealer must find the cards at his left. 

During the deal a player must not lift from 
the table and look at any of his cards. The 
penalty is 25 points in the adverse honor score 
for each card so examined. 

A game consists of 30 points by tricks alone, 
exclusive of any points scored for honors. Only 
one game may be scored in a deal, but the hands 
are not abandoned after the 30 points have been 



10 The Gist of Auction Bridge 

won; the winners score all the points they 
make. 

A rubber continues until one side wins two 
games. When the first two games decide a rub- 
ber a third is not played. The side that wins the 
rubber scores a bonus of 250 points. 

SCORING 

Each side has a trick score, and a score for 
all other counts known as the honor score. In 
the trick column are recorded only the points 
won by tricks. In the honor column are re- 
corded all other points, including honors, slams, 
little slams, and penalties of all kinds. 

The honors in the trump suit are the Ace, 
King, Queen, Jack, and Ten ; when No Trump 
is declared, the aces are the honors. The hon- 
ors are credited to the original holders. 

Slam is made when one side takes thirteen 
tricks, and counts 100 points. Little slam is 
made when one side takes twelve tricks, and 



Fundamental Principles U 

counts 50 points. The value of honors, slam 
or little slam is not affected by doubling. 

At the end of the rubber, the trick, honor, 
and bonus scores of each side are added, and 
the size of the rubber is the difference between 
the respective totals. 

An error in the trick score may be corrected 
at any time before a declaration has been made 
in the next game; an error in the honor score 
may be corrected at any time before the score 
of the rubber has been made up and agreed 
upon. 

If the Declarer makes his contract, each 
trick over six counts in the trick score, and the 
whole score is made from the table of values 
on the next page. 

The Declarer's book is six tricks. Adversa- 
ries' book is the Declarer's bid deducted from 
seven. If Declarer fails, the adversaries score 
for each trick over their book 50, if doubled 
100, if re-doubled 200. If doubled, and De- 
clarer wins, he scores for his contract 50, for 



12 The Gist of Auction Bridge 

each trick over his bid 50, and all tricks over his 
book at double the value. If re-doubled he 
scores for contract 100, for each extra trick 
100, and all tricks over book at four times the 
value. 



TABLE OF VALUES 



Suits WT 


5 


•0 
c 



a 

5 


u 
of 

n 


ctf 


55 


Each trick over six 

Simple Honors (3) 

4 Honors 


6 

12 

24 
30 
48 

54 
60 


7 

14 
28 

35 
56 
63 
70 


8 

16 
32 
40 
64 

72 
80 


9 
18 
36 
45 
72 
81 
90 


10 
30 
40 


5 Honors 


4 in one hand 


100 


4 one hand, 5th in partner 

5 in one hand 









Fundamental Principles 13 



SCORE CARD 

Table No 




191 




» 




N. 


E. 


S. 


w. 


Tricks 


Honors 


Rubber 


Tricks 


Honors 


Rubber 















14 The Gist of Auction Bridge 

EXPLANATION OF SCORE CARD 

Enter the points for tricks in the trick col- 
umn, and the points for honors, penalties, etc., 
in the honor column. At the end of each game 
draw a single line under the figures in the trick 
and honor columns on each side, and bring 
the totals into the rubber column. After two 
games have been won by either side, draw a 
double line across the three columns of both 
sides; credit the rubber points of 250 to the 
winning side, and bring the totals of the re- 
spective sides down below the double lines. 
Record the next games in the same way, and 
at the end of the next and each succeeding 
rubber, bring the grand totals of all the rub- 
bers down, and the difference between the two 
totals will show the net gain and loss. 

By this method the state of the game, and the 
total score, can be seen at any time, and at the 
end of the sitting the net result is known with- 
out the bother and delay of adding up several 



Fundamental Principles 15 

columns of figures, as in the old style card. This 
score card was designed and published by the 
author several years ago, and is now used by the 
clubs and best players generally. 

It is a safe guess that the old-style card, on 
which some points are entered " below the line," 
and others " above the line," was not invented 
by an expert accountant. He would not enter 
the dollars " above" a line and the cents "be- 
low" a line, but each in parallel columns. The 
above score card is formed on this correct 
principle. 

THE PENALTIES 

The laws are made for the comfort and con- 
venience of all persons who want to play a good 
game and in the best form. The strict observ- 
ance of the laws will prevent disputes, and add 
much interest and pleasure to the play. 

The player who is not acquainted with the 
laws and rules is often at a serious disadvantage, 



16 The Gist of Auction Bridge 

and liable to commit petty errors for which the 
penalties are severe. What would you think of 
the player of golf or billiards or any other 
manly sport who did not know and observe all 
the rules of the game? 

If you have incurred a penalty through error 
or ignorance, pay it without argument. Be a 
sport and play the game. 

If you have led out of turn, or otherwise ex- 
posed a card, don't grab it up, with an apology; 
leave it on the table until it is legally removed. 
If you have revoked, don't grieve and fret about 
it. Pay the penalty and look pleasant. The 
best players make all these errors occasionally. 

Deal Out of Turn or with Opponent's Cards 

There must be a new deal if either Adversary 
calls attention to the fact before the end of the 
deal, or before looking at any of his cards. 
Otherwise the deal stands (See Laws 37 and 

38). 



Fundamental Principles 17 

During the Deal 

A player may not lift from the table and look 
at any of his cards. Penalty : 25 points for each 
card so examined. 

Bidding Out of Turn 

If a player bids out of turn either Adversary 
may either cancel or accept it. 

(a) If cancelled, the player whose turn it 

was to declare bids, and the partner 
of the offending player may not there- 
after participate in the bidding. 

(b) If accepted, the offense is cancelled, and 

the player to the left of the offender 
bids. 

Double or Re-double Out of Turn 

If a player double or re-double when it is his 
partner's turn either Adversary may 

(a) Accept as if it had been made in turn. 

( b ) Demand a new deal. 



18 The Gist of Auction Bridge 

(c) Call the bid final, and elect whether the 
double or the re-double shall stand. 

Insufficient Bid 

If a player makes an insufficient bid, either 
opponent may demand that it be made sufficient, 
in which case his partner may not bid unless an 
opponent has made a bid or double in the 
meantime. 

Previous Bids 

At any time during the bidding any player 
has the right to inquire and learn about all pre- 
vious bids, but after the final bid has been ac- 
cepted the question must not be answered. If 
any one violates this law a suit may be called 
from him or his partner when next the turn of 
either one to lead. 

Declaration Altered 

No declaration may be altered after the next 
player acts. Before such action a declaration 
may be changed only 



Fundamental Principles 19 

(a) To correct the amount of an insufficient 

bid. 

(b) To correct the denomination but not the 

size of the bid. 

For Lead Out of Turn 

Declarer may either call a suit, or call the 
card exposed. There is no penalty for Declarer 
or dummy leading out of turn, but the cards can 
not be taken back except by direction of an 
opponent. 

Dummy's Cards 

If Declarer touches a card in dummy, he 
must play it. If dummy touches a card or sug- 
gests it, he may be required to play it or not to 
play it. 

Exposed Cards 

Must be left on the table face up, and subject 
to call. There is no penalty for Declarer expos- 
ing cards, as his partner could gain no advan- 
tage from it. 



20 The Gist of Auction Bridge 

■mm uii.iij.m mail ■ ii in 111 ii ««jia win ..in mmmmmmmv 

Revoke 

If made by Declarer, opponents score ioo 
points; if made by opponents, the Declarer has 
the choice of three tricks or ioo points. Re- 
voking side can score nothing in that hand ex- 
cept honors as held. Dummy can not revoke. 
The Declarer may demand the highest or lowest 
card from the players correcting a revoke, or 
call the card exposed. 

Win or hose the Trick 

If either Adversary says the trick is already 
his, or draws his cards toward him, his partner 
may be called on for his highest or lowest card, 
or to win or lose the trick. 

Turned Trick 

A trick turned and quitted may not be looked 
at until the end of the play, under penalty of 25 
points in the adverse honor score. 



PART II 

CONVENTIONAL BIDS 

OPENING THE GAME 

^TpHE Dealer having examined and counted 
■*• his cards, must either pass, or bid one or 
more in a specified suit or " no trump." 

In the old game of Bridge, the Dealer or his 
partner made the trump, and the opponents had 
no part in it, but in Auction Bridge no one 
" makes it," but all have a chance to bid for it. 

The Dealer having bid or passed, the players 
on his left, in turn, must either pass, make a 
higher bid, or double. When all four players 
pass, the deal passes to the next Dealer. 

To overcall a previous bid a player must 
either bid an equal number of tricks of a more 

21 



22 The Gist of Auction Bridge 

valuable suit, or a greater number of tricks. The 
bidding is closed when three players have passed 
the last declaration in consecutive order. No 
matter how often the bid goes around, each 
player must either declare or pass in every 
round. 

When the declaration is accepted, the player 
who first named it becomes the Declarer, and 
plays the combined hands, his partner becoming 
the dummy. 

ORIGINAL BIDS 

The first principle or foundation of the 
scientific system rests on safe bidding. It is by 
this oral evidence that the partners learn the 
character of each other's hand; and it is all im- 
portant, therefore, that the bids be made on a 
sound basis. Stay out until you have something 
worth while to say, and which has a meaning 
that your partner can understand. Get away 
from the "guessing game" and play safe. 



Conventional Bids 23 

Sound bidding is more important than sound 
play. By bad play a trick or two may be lost, but 
an unsound bid may lose the game, the rubber, 
and your partner's confidence. 

Original or free bids are made to show sure 
tricks and not trumps. The first thing your 
partner wants to know is how many tricks you 
can take without regard to trumps, and only the 
tops are sure tricks. 

A free bid is any original bid by the Dealer 
or any bid of one that overcalls a previous bid 
or is a shout. A " shout " is the bidding of one 
trick more than necessary. 

A forced bid is a bid of two or more necessary 
to overcall a declaration of greater value, and 
does not mean that this bid would have been 
made originally. 

There are only three combinations of cards 
that show two sure tricks at the top, namely, 
i. Ace, King. 

2. Ace, Queen, Jack. 

3. King, Queen, Jack. 



24 The Gist of Auction Bridge 

The three combinations that show one sure 
trick at the top are : 

i. Ace. 

2. King, Queen. 

3. Queen, Jack, Ten. 

The four suits are divided into two classes, 
namely, Major and Minor suits. Spades and 
hearts are called Major, or winning suits, be- 
cause it takes only four odd tricks to win game, 
and the majority of hands are played with them. 

Clubs and diamonds are called Minor, or los- 
ing suits, because they can not win game with 
less than five odd tricks, and are seldom used as 
the trump. They have the minor office of sup- 
porting the better bids. 

RULES FOR ORIGINAL BIDS 

Minor Suits 

Bid of 1. Shows strength without length, 
and denies the holding of any 
higher declaration. 



Conventional Bids 25 

Bid of 2. Shows strength and length, 6 or 
more, and no re-entry (or it 
would be a no trump). 

Bid of 3. Shows 8 tricks, if suit is trump, 
and chance for game, with aver- 
age help from partner. 

Major Suits 

Bid of 1. Shows strength and length, with 
chance for game, with average 
help from partner. 

Bid of 2. Shows greater strength and length 
in this suit, and strong side 
hand, with sure game with aver- 
age help from partner. 

Bid of 3. Shows same as above, with 7 or 8 
tricks, and probable game, and 
so bid to shut out adverse infor- 
mation. 



26 The Gist of Auction Bridge 

No Trump 

Bid of i. Shows Queen above average in 
high cards and three guarded 
suits, or a solid minor suit, and 
one re-entry. 

Bid oi 2. Shows protection in all suits, with 
chance for game, with average 
help from partner. 

Bid of 3. Shows long solid suit, with stops in 
all suits, and sure game. 

TABLE OF ORIGINAL BIDS 

The Dealer 

Bids in minor suits are made without regard 
to length, to show two or more sure tricks, and 
nothing else. Therefore the player who bids 
one in a minor suit originally does not want it 
to be the trump, unless the score is so far ad- 
vanced that his bid will win the game. 



Conventional Bids 



27 



Minor Suits 



Holding 


No. in Suit 


Tricks Outside 


Bid 


2 tricks at top 

_ a u U 

3 " " " 
2 " " " 

Unusual hand with 


2 or more 

2 " " 

6 " " 
_ a tt 

chance for game 


None 

2 

None 

i 


i 

i 

2 
2 

3 



The major, or winning, suits are bid on the 
strong chance of winning the game, and the 
partner is asked to support them for the trump. 
Holding an extra strong major suit, it is better 
to bid it to its full value on the first round in 
order to shut out any bid from opponents. 



Major Suits 



Holding 


No. in Suit 


Tricks Outside 


Bid 


2 tricks at top 

- it it u 

2 " " " 

4 Honors 
Unusual hand with 


5 or more 

6 " " 

- u « 

chance for game 


i 

2 
I 
I 


i 

i 

2 
2 
3 



28 The Gist of Auction Bridge 

No Trump 

Holding Queen above average and 3 suits 

stopped . . . . Bid 1 

Solid Minor suit, and 1 sure re- 
entry " 1 

7 sure tricks or 4 aces " 2 

9 sure tricks and all suits stopped. ..." 3 

Average means that the hand must contain 
high cards equal to one each of Ace, King, 
Queen, Jack, and Ten. In making up the aver- 
age it must be noted that an extra Ace is equal 
to King, Queen, or to Queen, Jack, Ten. Three 
aces, therefore, are equal to an average hand 
and Queen above. 

The Auction Pitch scale is used in Auction 
Bridge by some authors. In this scale you count 
4 for Ace, 3 for King, 2 for Queen, and 1 for 
Jack. 

On the Auction Pitch Scale 

With 12 points and 3 suits stopped Bid 1 

With 16 points and 3 suits stopped Bid 2 



Conventional Bids 29 

The good player who bids one no trump does 
not want to play it, but simply offers it as all 
round help for anything partner may have to 
declare that is safer. The student should re- 
member that a suit bid is safer than a no trump, 
and when holding an average no trump hand, 
including five cards of a major suit, if only queen 
high, it is better to bid that suit originally. 

Dealer Should Pass 

The Dealer should pass on first round if he 
does not hold any combination of cards named 
above, regardless of his suit, or the number in 
suit. This does not mean that he has nothing 
to declare. 

SECOND HAND 



When the Dealer opens the game with a 
"pass," Second Hand takes the place aban- 
doned by the Dealer, and bids as if he were in 
the Dealer's position. 



30 The Gist of Auction Bridge 

When the Dealer opens with a bid, Second 
Hand must pass, overcall, or double. 

Should Pass 

(a) If Dealer has made a suit bid at which 

he can not go game, unless you can 
make your contract with a chance for 
game. 

(b) If Dealer has bid no trumps, unless you 

have a strong attacking hand, and are 
prepared to go game, or unless you 
have three strong suits and one weak 
suit, in that case you should double one 
no trump and your partner must take 
you out with his best suit. 1 

Should Overcall 

(a) A minor suit with a major suit only 
when you can make your contract, 
with a good chance for game. 

a To overcall Dealer's no trump, simply to push the bid- 
ding, or to indicate a suit, is both dangerous and stupid. 



Conventional Bids 31 

(b) A minor suit with the other minor suit 

only when you have the tops, and one 
quick trick outside, as information for 
partner. 

(c) Any suit bid, with no trump, (i) when 

you hold a safe no trump hand, with 
one or two quick tricks in opponent's 
suit, or (2) when you hold a solid 
minor suit of six or more and two re- 
entries. 

(d) A winning suit with anything you have 

that will make or save the game. 
When the fight is on all the players 
must offer their best defense without 
regard to the conventions. 

Should Double 

(a) Any suit bid when you hold three or 
four tricks in that suit and no other 
declaration. 



32 The Gist of Auction Bridge 

(b) When you hold nothing in the suit bid, 

but hold winning cards in the other 
three suits. If your partner can stop 
opponent's suit, he will go to no 
trumps, otherwise he must overcall in 
the best suit he holds. 

(c) Do not double any bid of three or four 

in a minor suit, when there is no score, 
unless you can defeat the contract 
with little or no help from partner. 
Otherwise opponents may go game 
because of the double. 

Go Game 

The theory of all good players is that no one 
wants the declaration unless it will go game, 
therefore if opponents can not win game on 
their bid, and you can not win game on yours, 
let them play it. This is one of the orthodox 
rules of the modern system. When one player 
bids no trump and the opponents bid a suit, 



Conventional Bids 33 

there is apt to be error in the bidding, and the 
one that gets the declaration as high as three, 
will usually fail to make his contract. 

The poor player attaches too much impor- 
tance to scoring a few points toward game, 
thinking it fine work if he can get the declara- 
tion and make his contract of two or three 
tricks, when he might have set his opponents 
for 50 to 100. Mr. Work found in an exami- 
nation of 500 rubbers, that only once in twenty- 
five hands was a previous score of any help in 
winning the game. 



THIRD HAND 

If Dealer and Second Hand pass, Third 
Hand becomes the original bidder, and declares 
accordingly, with the additional information 
that his partner has no conventional bid, and in 
that case he should have one trick more than re- 
quired by the Dealer. 



34 The Gist of Auction Bridge 

When Dealer Bids and Second Hand Passes 

If Dealer bids and Second Hand passes, 
Third Hand must either pass or overcall. The 
overcall is technically known as the " take-out," 
or ".rescue," and is made either to deny part- 
ner's suit, or to show a safer declaration. 

The minor suit bids are often made from 
strength without length to show tricks only, and 
partner is expected to take them out with some- 
thing better. The major suit bids are from both 
length and strength, and partner is asked to sup- 
port them for the trump. 

Third Hand Should Pass 

(a) If Dealer's original bid is a " shout" in 

spades, hearts, or no trumps. He 
thereby tells you to let him alone, and 
he will answer for the contract. 

(b) Generally pass a Major suit bid unless 

you are strong enough to go game in 



Conventional Bids 35 

your suit with the help your partner 
has already offered. 
(c) If Dealer bids one no trump and you 
hold general help for that declaration, 
it is advisable to raise the bid to two 
in order to shut out a bid from Fourth 
Hand that would give valuable infor- 
mation to his partner for his opening 
lead. 

Take-Outs 

Always deny a one-trick bid if possible, in 
which you have only two cards, unless they are 
honors. 

(a) Take partner out of a minor suit with a 

minor suit, only when you have five 
or six tricks and no re-entry, or to 
deny his suit by a five-card suit. 

(b) Out of a minor suit with a major suit or 

no trump, with a fair chance for 
game. 

(c) Out of a major suit with a minor suit 



36 The Gist of Auction Bridge 

only to deny his suit, and show at least 
two tricks in yours, 

(d) Out of a major suit with a major suit to 

show more than average strength in 
yours, or to deny support in his. 

(e) Out of a major suit with a no trump to 

deny his suit and to show strength in 
the other suits. 

(/) Out of a no trump with a minor suit 
when you have six or more in suit, or 
when you have a dead hand with any 
five-card suit. 

(g) Out of no trumps with a major suit 
when you hold five or more cards in 
it, without regard to the size of the 
cards or the rest of the hand. If or- 
iginal bidder sees proper he can go 
back to no trumps if he really has a 
no-trumper, without increasing the 
contract, the theory being that five or 
six small cards are good for two 
tricks, on an average, as trumps, but 



Conventional Bids 37 

are good for nothing as a part of a 
no-trumper. 

The question of the take-out of partner's no 
trump is still under discussion by the experts. 

The foregoing rules are in harmony with a 
majority of the authors consulted, and in the 
experience of the writer are sound in actual 
play. One of the best authorities, however, 
advocates the take-out in the minor suit only 
from weakness, and in the major suit only 
from strength. 

As a fair compromise between the two schools 
the writer suggests the following rules as both 
safe and conservative for the take-out in all 
suits : 

(a) Bid of two shows length without 

strength. 

(b) Bid of three shows length and strength 

with chance for game. 

These conventional bids would give partner 
definite information and allow him to accept the 



38 The Gist of Auction Bridge 

trump or go back to the no trump, as he might 
deem best. 

The " take-out" or " rescue" may be from 
strength or weakness. If from strength, it 
should go game with a no-trumper for dummy; 
if from weakness, the no-trumper is warned of 
its danger, and shown the only suit in which 
partner can promise a trick or two if his bid is 
allowed to stand. 

The state of the score is an important factor 
in all declarations, and should always be taken 
into account in the bidding. 

When Second Hand Doubles 

If Second Hand doubles partner's no trump, 
there is no obligation to take partner out ex- 
cept with a strong suit and chance for game. 
The obligation rests on Fourth Hand to take 
his partner out of the double and it may be de- 
sirable to await the next round and see what 
happens. 



Conventional Bids 39 

When Second Hand Over calls 

(a) Do not support your partner unless you 

have more than two tricks. In mak- 
ing his bid he counts on you for two 
tricks ; do not increase his contract if 
you do not hold more. 

(b) If partner has made a " shout," or re- 

bid his hand without your aid, you can 
raise his bid on one trick. 

(c) Do not support partner on trumps alone 

unless you have a short suit and can 
ruff opponent's suit. 

(d) If Dealer bids no trumps and you can 

stop the Second Hand suit twice, 
double that suit, and leave it to part- 
ner to say whether to pursue the no 
trumps or play for penalties. 

(e) If. you can not stop the Second Hand 

suit more than once or not at all, you 
should bid any good suit of your own 
or pass. 



40 The Gist of Auction Bridge 

When Dealer Passes and Second Hand Bids 

If Dealer passes and Second Hand bids, you 
are in same position as Second Hand, when 
Dealer bids, with this exception: your partner 
has denied the holding of any suit strong 
enough for an original bid, and you should be 
one trick stronger in order to overcall Second 
Hand. 

FOURTH HAND 

The Fourth Hand has the best position of all 
in the bidding, as he has full information on the 
previous declarations and can use this to good 
advantage for himself and his partner. 

When Dealer Passes 

(a) If Second Hand bids and Third Hand 
passes, you are in the same position as 
Third Hand, when Dealer bids and 
Second Hand passes. See " Third 
Hand 4 Take-Outs.'" 



Conventional Bids 41 

(b) If Second and Third Hands bid, you 

are same as Third Hand, when 
Dealer and Second Hand bid. See 
" Third Hand when Second Hand 
bids." 

(c) If Second Hand passes, and Third 

Hand bids, you are in position of Sec- 
ond Hand when Dealer bids. Do not 
bid except to save or win the game, or 
to indicate a lead if dealer is likely to 
go to no trump. 

When Dealer Bids Minor Suit 

(a) If Second and Third Hands pass, you 

should pass, unless you can go game 
in your suit, and are not afraid of a 
shift. 

(b) If Second Hand bids, and Third Hand 

passes, you are in position of Third 
Hand, when the Dealer bids and Sec- 
ond Hand passes. See " Third Hand 
Take Outs." 



42 The Gist of Auction Bridge 

(c) If Second Hand passes, and Third 
Hand bids, you should pass unless 
you can go game in your hand or de- 
sire to indicate a lead if Dealer is 
likely to go to no trump. 

When Dealer Bids Major Suit 

(a) If Second and Third hands pass, you 

should make any sound bid if you can, 
that will win or save the game. 

(b) If Second Hand bids and Third Hand 

passes, you are in position of Third 
Hand, when Dealer bids and Second 
Hand passes. See " Third Hand 
Take-Outs." 

(c) If Second Hand passes and Third Hand 

bids, you should pass unless you can 
go game in your hand, or desire to 
indicate a lead, if Dealer is likely to 
go to no trump. 



Conventional Bids 43 

When Dealer Bids No Trumps 

(a) If Second and Third Hands pass, you 

should make any sound bid if you can, 
that will win or save the game. 

(b) If Second Hand bids, and Third Hand 

overcalls with a major suit, support 
your partner's bid with any two tricks. 

(c) If Second Hand bids and Third Hand 

overcalls with a minor suit, you should 
declare any good major suit that is 
likely to save game. 

(d) If Second Hand passes, and Third 

Hand takes Dealer out with a major 
suit, pass unless you can win or save 
the game. 

(e) If Second Hand doubles, and Third 

Hand passes, take partner out with 
your best suit. 
(/) When all three players have passed, you 
should pass also unless you can go 



44 The Gist of "Auction Bridge 

game. Don't try to "start some- 
thing" under these uncertain condi- 
tions unless you command the situa- 
tion. Better throw your cards in and 
let your partner deal. 



THE DOUBLE 

The double is a very important instrument in 
the building of the score, and can only be used 
to advantage with experience and judgment. 

Special rules for the double have been given 
under Second and Third Hand bids. Some gen- 
eral rules are here given: 

There are two classes of doubles, namely, 
free doubles and forced doubles : 

{a) A free double is the double of a bid, 
which if successful would go game 
without the double, and can be made 
with a fair chance of defeating the 
contract. 



Conventional Bids 45 

(b) The forced double is the double of a 
bid, which if successful would not go 
game without the double, and should 
be made only when certain to defeat 
the contract. 

The double tells partner that you can defeat 
the contract. You must therefore avoid the 
11 guessing game " and double only on your own 
hand. 

Do not give up the chance of winning game to 
make a double for less than 200 points, and 
never on the rubber game for less than 300 
points. 

Do not take partner out, if his bid has been 
doubled, unless you have a perfectly safe bid. 
He may make his contract and go game. 

Do not double your partner's bid,, nor re- 
double his double. The penalty is 50 points in 
the opponent's honor score. 

Do not make a second re-double, as the op- 
ponents may demand a new deal, or take 100 
points in their honor score. 



46 The Gist of Auction Bridge 



SECOND ROUND BIDS 

Original, or free bids are made to show 
tricks. The bid on second round is usually made 
to show the long suit that is good for nothing 
unless it is the trump. 

Any suit bid on the second round, but not on 
the first, shows length without the tops. 

Support of partner's suit on second round 
and not on the first, shows less than three tricks 
in the hand. 

Any hand re-bid without partner's assistance 
shows greater strength than was indicated by 
the original bid, and partner may then support 
that bid with only one trick. 

A re-bid that shifts to a minor suit shows 
more sure tricks in that suit than in the suit first 
named. 

A re-bid that shifts to a major suit shows 
fewer sure tricks in that suit than in the suit first 
named. 



Conventional Bids 47 

Having no chance to win the game, but with 
a fair chance to save it, your hand should be 
underbid in order to let opponents play it. But 
if the game is in danger your hand should be 
overbid in order to save the game or push the 
opponents to an unsafe contract. 



"Know the leads and when to make them. 



PART III 

CONVENTIONAL LEADS 

THE OPENING LEAD 

TT 7* HEN the First Hand, or Leader, places 
his card on the table, he is, technically, 
said to "lead" ; the Second, Third, and Fourth 
Hands are said to "play" their cards. This 
marks the distinction between the conventional 
leads and plays. 

Next in importance to the success of the part- 
nership principle, if indeed it is not more im- 
portant than the system of bidding, is the knowl- 
edge of the conventional leads. 

It is by your original lead that you show your 
partner your best suit, and also the strength, or 
lack of strength, of that suit. 

49 



50 The Gist of Auction Bridge 

In the system of bidding, indications of the 
character of the hands are given orally, but in 
the system of leads "we must speak by the 
card." 

The regular leads and conventional plays 
have been formulated and reduced to a system 
by the experts of the game, with two objects in 
view, namely, 

i. For their trick taking value. 
2. For information to partner. 

No progress can be made in learning the cor- 
rect method of play without a thorough knowl- 
edge of the rules that govern the leads. Some 
of these rules are in strict accordance with 
mathematical calculation, and some are purely 
conventional, to give information to partner, 
but all are based on correct principles and are 
used by all good players, and if you do not 
know them you are still playing the "guessing 
game." 



Conventional Leads 51 



RULES FOR THE LEADS 

There are only six original leads, with which 
the hand may be opened, and four different situ- 
ations, for the leader to consider, as shown in 
annexed table. 

These leads are based on certain general prin- 
ciples and rules which are here given. 

Against a Declared Trump 
(No bid from partner) 

Lead an honor from any two or more honors 
in sequence. From two honors not in sequence, 
such as the major or minor tenace, better let the 
lead come up to you. 

(a) Ace — From all suits that do not con- 
tain K., except from A. K. and no 
more. The lead of A. denies the K. 
unless immediately followed by the 
K. ; this shows no more and a desire 
to ruff that suit. 



52 The Gist of Auction Bridge 

(b) King — From all suits containing A. or 

Q., or both. 

(c) Queen — From top of Q. J. T. suit. 

(d) Jack — From top of J. T. suit, or top 

of any two or three cards. 

(e) Ten — From K. J. T. suit, or top of 

any two or three cards — "The Ten 
goes out with the men." 
(/) Fourth-best — From all suits of four 
or more that do not contain a high 
card lead. 

Against a Declared Trump 

(A bid from partner) 

Lead same as above from all combinations 
containing an Ace or King lead, otherwise lead 
highest card of partner's suit. 

Against a No Trump 
(No bid from partner) 
In no trumps a more backward game is 
played, and an honor is not led unless suit con- 



Conventional Leads 53 

tains three honors, or a seven-card suit headed 
by Ace or King, Queen. 

{a) Ace — (i) From A. to seven in suit 
with re-entry. 

(2) From A. Q. J. or A. J. T. 

suit with re-entry. 

(b) King — From A. K. or K. Q. and one 

more honor, or from suit of six or 
more headed by A. K. or K. Q. 

(c) Queen — (1) From top of Q. J. T. 

suits. 

(2) From A. Q.J. orA.Q.T. 

suits and no re-entry. 

(d) Jack — From J. T. 9 in suit of three or 

more, or A. J. T. suit and no re-entry. 

(e) Ten — From suits headed by K. J. T. or 

10, 9, 8. 

(/) Fourth-best — From all suits that do 
not contain a high-card lead. 



54 The Gist of Auction Bridge 

Against a No Trump 

(A bid from partner) 

Lead same as in case of " no bid from part- 
ner" from all combinations containing an Ace 
or King lead, otherwise lead the highest card of 
partner's suit. 

The cards in dummy may cause leader to 
switch on second round, or change the lead to 
partner's suit. 

A switch to the trump suit indicates that all 
his plain suits are headed by high cards not in 
sequence, and therefore desirable to have the 
lead come up to him. 

TABLE OF LEADS 

The card to lead, on first and second rounds, 
from all possible combinations, and from the 
four situations shown in the table on the next 
page. This table will become plain and read- 
ily understood, if the student will take the 



Conventional Leads 



55 



thirteen cards of any suit and lay them out in 
the combinations named. 



TABLE OF LEADS 

Abbreviations used. — A. K. Q. J. T., the five high 
cards, or honors. S. (small), any small card from 
nine to deuce. "H" highest card, "L" lowest card, 
and "F" fourth-best. "N.B." no bid from partner; 
"A.B." a bid from partner. 



The Lead Against 1W* 


A Trump 


No Trump 


THE COMBINATIONS 


"N.B." 


"A.B/' 


"N.B." 


"A.B." 


A. K. Q. or more 


K.Q. 


K.Q. 


K.Q. 


K.Q. 


A. K. J. or more 


K.A. 


K.( 4 ) 


K.F. 


K.( 4 ) 


A. K. T. or more 


K.A. 


K.( 4 ) 


K.F. 


K.( 4 ) 


A. K. and 5 more 


K.A. 


K.A. 


K.A. 


K.A. 


A. K. S. or more 


K.A. 


K.( 4 ) 


F. 


K.( 4 ) 


A. K. only 


A.K. 


A.K. 


(5) 


K.( 4 ) 


A. Q. J. or more 


A.Q. 


A.Q. 


(6) 


(6) 


A. Q. T. or more 


A.F. 


A. (4) 


(6) 


(6) 


A. Q. and 5 more 


A.F. 


A. (4) 


A.F. 


A( 4 ) 


A. Q. S. or more 


A.F. 


A. (4) 


F. 


(4) 


A. Q. only 


(1) 


(4) 


(1) 


(4) 


A. J. T. or more 


A.F. 


A. (4) 


(7) 


(7)or( 4 ) 


A. and 6 more 


A.F. 


A.( 4 ) 


(8) 


(8)or( 4 ) 


A. S. or more 


A.S. 


A.( 4 ) 


F.or (1) 


( 4 )orF. 


K. Q. J. or more 


K.(2) 


K.(2) 


K.(2) 


K.(2) 


K. Q. T. or more 


K.(2) 


K.(2) 


K.(2) 


K.(2) 


K. Q. and 5 more 


K.(2) 


K.(2) 


K.(2) 


K.(2) 



56 



The Gist of Auction Bridge 



TABLE OF leads — {Continued) 



The Lead Against WT 


A Trump 


No Trump 


THE COMBINATIONS 


"n.b." 


"A.B." 


"n.b." 


"A.B." 


K. Q. S. or more 


K.(2) 


K.(2) 


F. 


F.or( 4 ) 


K. J. T. or more 


T.( 3 ) 


(4) 


T.( 3 ) 


(4) 


Q. J. T. or more 


Q. 


(4) 


Q. 


(4) 


Q. J. S. or more 


Q. 


(4) 


F. 


(4) 


Q. S. S. or more 


S. 


(4) 


S. 


(4) 


J. 10. 9 or more 


J. 


(4) 


J. 


(4) 


Lower, 4 in suit 


F. 


(4) 


F. 


(4) 


Lower, 2 or 3 in suit 


H. 


(4) 


H. 


(4) 



(1) Let the lead come up to you. 

(2) If K wins, lead F, otherwise Q. 

(3) If T wins, lead F. otherwise K. 

(4) Highest of partner's suit. 

(5) Hold for re-entries. 

(6) With re-entry, lead A, otherwise Q. 

(7) With re-entry, lead A, otherwise J. 

(8) With re-entry, lead A, otherwise F. 



OPENING THE PLAY 



As soon as the final declaration is accepted, 
the player on the left of the Declarer opens the 
play by leading from his hand the proper card, 
in accordance with the table of leads. But be- 



Conventional Leads 57 

fore leading he may take time to arrange his 
cards and plan his form of attack. Let no one 
interrupt him with the gratuitous information 
that it is his lead. The player who is not suffi- 
ciently interested in the game to know when it is 
his turn to lead or play is not worthy of a seat 
at the card table. 

As soon as the first card is led, the Declarer's 
partner places his cards, face upwards, on the 
table and becomes the Dummy. The Declarer 
plays the cards from both hands. The Dummy 
then takes no part in the play except as per- 
mitted by laws 60 and 61, which all should 
know. 

Under the last revision of the laws some new 
restrictions are placed on Dummy: 

{a) He may not look at the cards in the 
hands of partner or opponent without 
forfeiting certain valuable privileges. 

(b) He may not call to the attention of the 
Dealer that he is about to lead out of 
the wrong hand. 



58 The Gist of Auction Bridge 

(c) He may not touch or suggest the play of 
one of his cards. 

A card from Dealer's hand is not played until 
it is actually quitted, but if he touches a card in 
Dummy, such card must be played. 

The Dummy has certain privileges and duties 
which make it important for him to remain at 
his post and watch the play. 

(a) He must see to it that partner does not 

revoke. 

(b) He must watch for leads out of turn by 

opponents. 

(c) He must call attention to these and to 

exposed cards. 

As soon as Dummy's cards are placed, the 
Declarer should make a mental inventory of 
both hands, and be particular to note how many 
honors are contained in the two hands. This 
will save him the foolish and unnecessary delay 
of searching the tricks at the end of the play to 



Conventional Leads 59 

locate the honors for the scorer. The Declarer 
takes in the tricks for his side, and the partner 
of the adversary winning the first trick takes in 
the tricks for their side. 

A trick is turned and quitted as soon as the 
player removes his hand from it, after which it 
may not be examined until the end of the play, 
under penalty of 25 points in the adverse honor 
score. 

The Declarer's book is six tricks. Adver- 
saries' book is the Declarer's bid deducted from 
seven. As soon as the book is made by either 
side, it should be closed, and the winning tricks 
shown separately. Failure to observe this rule 
shows a careless manner of playing. 

An adversary of the Declarer, before his 
partner plays, may not call his attention to the 
fact that the trick is his, under heavy penalty 
(See Law No. 92). 

Do not play your card and gather the trick 
with the same motion of the hand. Every card 
played must be placed on the table in full view. 



60 The Gist of Auction Bridge 

and the hand removed from it, before the trick 
is taken in. 

Leading or playing a card in a specially im- 
pressive manner is bad form. " The man who 
plays with equally quiet consideration the low 
card or the high card, in its proper turn, 
secures the good opinion of the whole table." 



PART IV 

CONVENTIONAL PLAYS 

SECOND HAND 

'Tp HE old saying, "Second Hand low and 
■*■ Third Hand high," is not a rule of the mod- 
ern game of Whist or Bridge. The proper play 
may be a high card or a low card, depending on 
the card led, the inferred combination from 
which the lead was made, the cards of the suit 
held, and the cards of that suit in Dummy. 
There are three things for Second Hand to do, 
of importance in the order named: 

(a) Win the trick if you can, under the rules. 

(b) Prevent Third Hand from winning too 

cheaply. 

(c) Keep command of opponents' suit as 

long as desirable. 
61 



62 The Gist of Auction Bridge 

Draw your inferences at once as to the com- 
bination from which the lead was made, and 
play according to the following rules : 

i. On a high card led play the lower one of 
any two higher cards in sequence, or cover if 
you hold a fourchette over the card led. Play 
Ace on K. or Q. led; otherwise play low. 

2. Cover an honor with a single honor only 
when your card will be lost in any case. This is 
in order to force Third Hand to play higher, 
and possibly make good a lower card in part- 
ner's hand. 

3. On a low card led, play high if you hold 
any original high card lead in that suit, otherwise 
play low. If a high card, play the lowest of 
the sequence. 

The player with the Dummy on his left needs 
no rule except the general rule for both Adver- 
saries, namely, beat Dummy if you can. 

Study the " Eleven Rule" hereinafter given. 
This will aid you in drawing correct inferences 
from a low card led. 



Conventional Plays 63 

THIRD HAND 

The Declarer has the open hand for his part- 
ner and needs no rules to guide him in the matter 
of combining the two hands. He sees both and 
plays both. 

With the Adversaries the case is different. 
When an Adversary leads, his partner becomes 
the Third Hand, and they must speak to each 
other by the card, securing their only informa- 
tion through the recognized conventions. 

The main point for Third Hand to have in 
mind is that the suit led is his partner's best 
suit, and he is to assist in making it as follows : 

(a) By winning the trick if necessary and as 

cheaply as possible. 

(b) By preventing Fourth Hand from win- 

ning too cheaply, thus forcing out the 
adverse high cards. 

(c) By getting rid of the high cards of part- 

ner's suit at first opportunity to avoid 
blocking. 



64 The Gist of Auction Bridge 

Watch carefully your partner's suit, and the 
fall of the cards therein, that you may know the 
combination from which he led, what cards he 
wants out of the way, and when his suit becomes 
established. 



Unblocking 

{a) Against a no trump, when you make no 
attempt to win the trick, play your 
second best card of the suit, regard- 
less of number or value, and on sec- 
ond round if not attempting to win, 
play the next lower card, retaining 
the lowest one to return to partner 
when his suit is established. 

(b) Against a declared trump, on a high 
card led, holding four exactly and not 
attempting to win the trick, play the 
third best on first round, and retain 
the lowest until you ascertain which 



Conventional Plays 65 

hand holds the longer suit, so that you 
can either hold the lead or give it back 
to partner as the case may require. 



The Echo 

{a) Against a declared trump if you have 
only two cards of partner's suit, 
neither one as high as the Jack, you 
play the higher one on first, and the 
lower one on second round. This is 
known as the "down and out" Echo, 
and tells your partner that you have 
no more of that suit, and are willing 
to trump. If you do not want to be 
forced, or if you have no trumps, you 
should not make the Echo. 

(b) Against a no trump the high low, or 
u down and out" Echo, shows 
strength in that suit, and the ability 
to win the next trick. 



66 The Gist of Auction Bridge 



THE ELEVEN RULE 

The " Eleven Rule " was formulated by R. F. 
Foster, of New York, some years ago, and is 
now in general use by all good players. It is 
thus explained: When a fourth-best card is 
led, you deduct the number of spots on the 
card from eleven and the remainder tells the 
number of cards superior to the card led, that 
are out against the leader. 

For example, if partner leads an 8, it is from 
K. J. 9, 8, and there are just three cards in 
the suit higher than the 8, not held by the leader, 
and these must be the A. Q. io. If he leads a 
7, it is from one of four combinations : K. J, 
9, 7; K, J, 8, 7; Q. J. 9, 7, or Q. J. 8, 7. In 
either case there are just four cards in the suit 
higher than the 7, not held by the leader. Third 
Hand can readily tell from the cards in Dummy, 
and the cards in his own hand, the number of 
cards, if any, in Fourth Hand higher than the 



Conventional Plays 67 

card led. This rule applies to any small card 
led. 

Then the leader's partner from his hand and 
the dummy's hand, can tell at once how many 
cards are held by the Declarer that are higher 
than the one led. 

SECOND ROUND 

When the leader wins the first trick, and 
leads again from the same suit, your proper 
play will be suggested, in accordance with the 
above rules, from the fall of the cards in the 
first round, the card led on second round, the 
cards in Dummy, and the cards of that suit you 
still hold. 

Return Leads 

When Third Hand wins the first trick and 
takes the lead, one of three things may be done 
of importance in the order named: 

(a) Open your own suit if you have a King 
lead. 



68 The Gist of Auction Bridge 

(b) Return best card of partner's suit. 

(c) Lead up to the weak suit in Dummy. 

Against a declared trump if your partner 
leads a low card, the inference is that he has 
not the Ace and is leading from only one honor. 
Do not return that suit at once with a low card 
if dummy is liable to capture that honor. 

When leading up to Dummy's weakness, if 
partner wins, it may be advisable for him to 
lead back at once through Dummy's strong suit, 
and thus win tricks that could not be won in any 
other way. 

Adversaries should let no opportunity pass 
to save the game before trying, in a speculative 
way, to defeat the Declarer's contract. 



FOURTH HAND 

It is the duty of the Fourth Hand, with few 
exceptions, to win the trick as cheaply as pos- 
sible, unless already won by partner. 



Conventional Plays 69 

The exceptions arise during the play of the 
hand, when it may become desirable to win or 
not to win, according to the position of the 
cards, either to get the lead or to throw it to 
advantage. 

1. Do not win the adverse trick, when by 
passing you can throw the lead to your own or 
partner's advantage, or can hold up a card of 
re-entry that may be used more successfully on 
the next round. 

2. Win the trick already your partner's when 
it is desirable to get high cards out of his 
way, or when it is to your advantage to have 
the lead. This may be the case when you have 
an established suit and no other re-entry, or 
when it is desirable to lead through the strong, 
or up to the weak hand. 

It is necessary to watch carefully the fall of 
the cards, and know as nearly as possible by 
whom the command of the different suits is held. 
If Fourth Hand wins his left opponent's lead 
cheaply, and has no better lead, it may be de- 



70 The Gist of Auction Bridge 

sirable at once to return the same suit through 
the probable strong hand up to the declared 
weak hand, before the latter has a chance of 
discarding from that suit. 



PARTV 

PRACTICAL PRECEPTS 

GENERAL RULES 

^TpHE following are some of the conventional 
"*" rules, not hereinbefore mentioned: 

1. From sequences you lead the highest, or 
play the lowest. Holding K. Q. J., you lead 
the K. To lead the Q. or J. would deny all 
cards above the card led. But on the other hand, 
in attempting to win, you play the J. If you play 
the K. or Q. you deny the card next below the 
card played. 

2. In declared trumps, do not lead a suit to 
which both opponents renounce, as the weak 
hand will trump, and the strong hand will dis- 
card a losing card. 

71 



72 The Gist of Auction Bridge 

3. Do not force your partner to trump if 
weak in trumps yourself, unless he has invited 
the force, or unless you can establish a cross-ruff. 
But always force the strong trump hand. 

4. Keep command of opponents' suit as long 
as possible, and get rid of the command of 
partner's suit as soon as possible. 

5. Always cover when holding a fourchette 
over any card led by opponents. A fourchette 
is the card next higher, and the card next lower, 
than the one led. 

6. When leading to partner's suit, known to 
you by his bid or lead or otherwise, lead the 
highest card you hold of it without regard to 
length. 

7. Having no better lead it is advisable to 
lead up to the weak hand, right opponent, or 
through the strong hand — left opponent. 

8. If Dummy threatens to ruff your good 
suit, the opponent on his left is often warranted 
in leading trumps through the Declarer's strong 
hand, and up to dummy's weak hand. 



Practical Precepts 73 

9. Never false card against your partner, 
and only against the opponents when there is 
no danger of fooling your partner. 

10. The Declarer should always lead the 
short suit in one hand to the long suit in the 
other; that is to say, lead the short suit from 
the top, and the long suit from the bottom to 
avoid blocking the long suit. 

11. When Dummy can ruff a suit, Declarer 
should use all of Dummy's trumps he can for 
that purpose, before leading trumps, but should 
not force hs own hand until after Adversaries' 
trumps have been drawn. 

12. At no trump, the Declarer should play 
for the suit that is longest between the two 
hands, without regard to size of cards, pro- 
vided he has re-entries. 



THE FINESSE 

The Finesse is the attempt to win a trick with 
a card lower than your best, and not in sequence 



74 The Gist of Auction Bridge 

with it, trusting that the superior card is not on 
your left. 

The Declarer can often gain tricks by judi- 
cious finessing, but he should make his contract 
before attempting a speculative finesse or one 
that will lose more than it gains. 

The ''finesse obligatory" is when it is neces- 
sary to take a trick in that way in order to make 
the contract or the game. 

An adversary must never finesse in his part- 
ner's suit unless the cards in Dummy render it 
obligatory. 

Holding a tenace in high cards one should 
play the higher one, on a small card led by part- 
ner, and return the lower one unless the inter- 
mediate card is in Dummy. 

THE DISCARD 

The discard is one of the most important con- 
ventions in the game, and the least understood 
by the average player. One frequently hears 



Practical Precepts 75 

the question at the beginning of play, "How 
do you discard?" A good answer would be 
" according to the accepted code." 

i. The discard of a six or lower card is from 
the weak suit. 

2. The discard of a card higher than the six 
is known as the "encouraging discard" and 
shows protection in that suit. 

3. Discarding any card, and then a lower 
one, known as the " reverse discard," or Echo, 
is a request for that suit to be led. 

4. The discard after the first is made to pro- 
tect the hand as much as possible, and does not 
have the same meaning as the first. 

5. Discard of the best card shows entire 
command of that suit. 

6. Discard of the second best shows that you 
hold no more of that suit. 

7. Do not unguard an honor, or blank an 
Ace, or discard a singleton early in the game, 
as you might prevent a proper lead to partner. 

Discarding requires good memory and judg- 



76 The Gist of Auction Bridge 

ment. The cards in Dummy's hand will often 
aid in knowing what cards to hold or to throw 
away. 

It is important to watch caxefully all of 
partner's discards, and get the information he 
is intending to give you. 



ETIQUETTE OF AUCTION BRIDGE 

Etiquette and good form are just as much in 
order at the card table as at the dinner table. 

The Etiquette of Auction is the observance 
of rules founded on good manners, whose in- 
fraction, however much to be deprecated, can- 
not well be made the subject of specified pen- 
alties. 

To offend against Etiquette is far more seri- 
ous than to offend against a law ; for in the latter 
case the offender is subject to prescribed penal- 
ties; in the former the other players are without 
redress. 

The following rules belong to the established 



Practical Precepts 11 

code, and the courtesy that marks the associa- 
tion of ladies and gentlemen should guarantee 
their proper observance : 

i. Declarations should be made in a simple 
manner, thus, u one heart," "one no trump," 
"pass," "double." They should be made 
orally and not by gesture. 

2. Aside from his legitimate declaration, a 
player should not show by word or gesture the 
nature of his hand, or his pleasure or displeas- 
ure at a play, a bid, or a double. 

3. A player who desires the cards placed, or 
asks what the trump suit is, should do so only 
for his own information, and not in order to 
invite the attention of his partner. 

4. No player should lead until the preceding 
trick is turned and quitted; nor, after having 
led a winning card, should he draw another 
from his hand before his partner has played to 
the current trick. 

5. A card should not be played with such 
emphasis as to draw attention to it, nor should 



78 The Gist of Auction Bridge 

a player detach one card from his hand and 
subsequently play another. This shows a vacil- 
lating disposition. A good player will not touch 
a card in his hand until he is ready to play it in 
his proper turn. 

6. Do not play your card and gather the trick 
with the same motion of the hand. When the 
last player to a trick wins it, he is apt to violate 
this rule. Every card played must be placed 
on the table in full view and quitted — the 
hand removed from it — before the trick is 
taken in. 

7. A player should not purposely incur a pen- 
alty because he is willing to pay it, nor should 
he make a second revoke to conceal a first. 

8. All conversation during the play should 
be avoided, except such as is allowed by the 
laws of the game. 

9. The Dummy should not leave his seat to 
watch his partner play. He should not call at- 
tention to the score nor any card or cards that 
he or the other players hold. 



Practical Precepts 79 

10. If a player says, "I have the rest," or 
words to that effect, and one or both of the other 
players expose their hands, or request him to 
play out his hand, he should not allow any in- 
formation so obtained to influence his play. 

11. If a player concedes, in error, one or 
more tricks, the concession should stand. 

12. Avoid any remark of disapproval of 
your partner's play; it is bad policy as well as 
bad manners, and, besides, your partner may 
be the better player. A good player will not 
find fault either with his cards or his partner. 

13. Do not too readily accept instruction 
from the players who are addicted to giving un- 
solicited advice at the card table. The most 
they know probably is not so. 

14. Do not be too hilarious over the making 
of a slam or little slam. It is well known to 
good players that a slam hand is usually the 
easiest hand to play. More merit is apt to be 
with the Declarer who makes his contract or 
game on average cards. 



80 The Gist of Auction Bridge 

15. Above all, when losing, do not give voice 
to that old chestnut about not holding good 
cards — "it is a poor workman that complains 
of his tools." The cards will average up in 
time, and besides, good temper and good ability 
can better be shown in the playing of poor cards. 

16. Says William Pole, author of The The- 
ory of Whist: 

The good player is always marked by his courteous 
conduct at the table. He gives strict adherence to the 
laws and rules of the game. He exercises modesty in 
prosperity, patience in adversity, hope in doubtful for- 
tune, humility when in error, forbearance for the faults 
of his partner, equanimity under the success of his ad- 
versaries and good temper throughout all his play. He 
understands that his best efforts will sometimes fail, 
and fortune will favor his inferiors, but he knows that 
sound principles will triumph in the end. 

17. Visiting. — It is perfectly right for the 
players to visit and converse all they desire be- 
tween deals, but as soon as the first bid is made, 
all conversation not connected with the bidding 
should cease, and strict attention be given to 



Practical Precepts 81 

the development of the hands. It is base flat- 
tery to suppose that the players can talk of 
bonds and stocks and gowns and servants and 
keep track of all the bids at the same time. 
This is a part of the Etiquette of the game that 
many persons seem not to have learned. 

AUCTION BRIDGE DONETS 

The Don'ts and other rules of Etiquette 
herein are in harmony with the best authorities, 
and should be strictly observed by all persons 
who make any pretensions to good play or good 
manners. 

Many of the rules and suggestions that have 
appeared in other parts of this work are re- 
peated here in an attempt to impress them upon 
the minds of the players who seem not to know 
them. 

Some persons offend through ignorance, 
some through carelessness, and some through 
indifference. The individual standard of con- 



82 The Gist of Auction Bridge 

duct and play is a measure of education, and 
every player must decide for himself at what 
point, below the highest point, of efficiency and 
good form, he is content to be classed. 

Don't read this book unless you want to learn 
and play the scientific system. 

Don't assume to be a good player until you have 
learned the system. 

Don't play the " guessing game." Get out of 
the " bumble-puppy " class. 

Don't fail to read the books as well as play. 
Both are essential in learning the real 
game. 

Don't treat your partner as a junior partner. 
Give him your confidence and an equal 
chance. 

Don't find fault with your partner. It is bad 
policy as well as bad manners. 

Don't play "Nullos." This form of no trump 
has not been approved by the authorities. 



Practical Precepts 83 

Don't ask your partner how he discards. As- 
sume that he knows the system and fol- 
lows it. 

Don't talk shop or discuss outside matters after 
the deal is completed. Play the game. 

Don't complete the cut. It is the privilege of 
the dealer to do that. 

Don't pass the still pack over in front of the 
next dealer. He must find the cards at his 
left. 

Don't pick up a card during the deal. It annoys 
the dealer and costs you 25 points. 

Don't make foolish bids. Stay out until you 
have a proper declaration. 

Don't say you "make" the trump. You may 
only have the chance to bid for it. 

Don't use the slang expression " without " when 
you want to bid "no trump." Read the 
literature of the game. 



84 The Gist of Auction Bridge 

Don't tell a player when to lead. This is assum- 
ing that he does not know the game. 

Don't use mannerisms, such as undue hesitation, 
or undue haste, nor play a card in a spe- 
cially impressive way. 

Don't bid or lead or play out of turn. The pen- 
alties are severe. 

Don't pass your cards over for Dummy to ex- 
amine. He has no right to see the cards of 
partner or opponents. 

Don't offend when you are dummy. You may 
not call attention of partner to the fact 
that he is leading out of the wrong hand. 
You should not leave your seat to watch 
your partner play. 

Don't lead again until the current trick is turned 
and quitted. 

Don't look at a trick after it has been turned 
and quitted. Penalty 25 points. 

Don't tell partner the trick is yours before he 
plays. This may lose you the trick. 



Practical Precepts 85 

Don't play a card and gather the trick in a way 
that hides your card. All cards must be 
played in full view and quitted. 

Don't draw a card from your hand until it is 
your time to play. Good players do not 
even touch a card until it is their time to 
play. 

Don't false card against your partner, nor 
against your opponent when it is liable to 
fool your partner. 

Don't finesse in your partner's suit unless the 
cards in Dummy render it obligatory. 

Don't get discouraged nor show impatience if 
the game goes against you. " Keep your 
eye on the ball, don't press, and keep 
sweet." 

Don't be late for the game. Guests for dinner 
or card parties should arrive at the ap- 
pointed time. 

Don't fail to read and become familiar with 
the laws, rules, and etiquette of the game 
" Ignorance of the law excuses no man." 



86 The Gist of Auction Bridge 



GLOSSARY OF COMMON AND TECHNICAL TERMS 

Ace. — A card with a single spot. The card of 
highest value in the game, but lowest in 
cutting. 

Adverse Lead. — The lead of a suit of which 
your opponents hold the command. 

Adverse Trick. — The trick held by opponents. 

Bid. — A declaration of one of the suits or no 
trump. 

Blocking. — Obstructing or stopping partner's 
long suit. See " Unblocking." 

Bring in. — To take every trick with the remain- 
ing cards of any suit that is established, 
after trumps are out. 

Bumble-puppy. — " A manner of playing, either 
in ignorance of all known rules, or in de- 
fiance of them, or both." — Century Dic- 
tionary. 

Card of Re-entry. — Any winning card that may 
enable the player to obtain the lead. 



Practical Precepts 87 

Command. — The winning cards over all that 

are in play. 
Contract. — The final declaration. 
Conventional. — A term applied to an estab- 
lished usage, as conventional lead or play 

from certain combinations of cards. 
Cross-Ruff. — Each partner ruffing or trumping 

the other's suit, led alternately for that 

purpose. 
Cutting. — The act of separating one part of 

the pack from the other. 
Dealing. — The distribution of cards among the 

four players. 
Declaration. — Another term for bid. 
Declarer. — The player who wins the bid and 

plays Dummy's hand. 
Deuce. — A card with two spots. 
Discard.— -The card you play when unable to 

follow suit and do not trump. 
Double. — To double a bid increases the value 

of the points and penalties two times. 
Doubleton. — An original suit of only two cards. 



88 The Gist of Auction Bridge 

Doubtful Card, — A card of a suit of which 
your partner may or may not have the best. 

Draw Your Cards. — If during the play of a 
trick, you have not noticed by whom the 
cards were played, you may not ask who 
played a certain card, but u may demand 
that the players draw their cards." 

Dummy. — The Declarer's partner, or the ex- 
posed hand. 

Echo. — The high-low play to show partner that 
you can win the next trick or trump it. 

Eldest Hand. — The first hand. See " Leader." 

Equal Cards. — Two or more cards in sequence 
originally, or after the intermediate cards 
have been played, thus rendering all of 
equal value in one hand. 

Established. — A suit is established when you 
hold the command or have exhausted the 
best cards in it which were against you, 
and can take every card of the suit un- 
played. 

Exposed Card. — Any card falling from your 



Practical Precepts 89 

-r-Ti l r I II — ■ ■ I III I M — — — — ll i i ■ 

hand, or exposed in any manner so as to be 
recognized, and liable to be called. 

Face Cards. — The three picture cards — king, 
queen, and knave. 

Fall. — The cards that have been played; syn- 
onymous with "Out." 

False Card. — One played contrary to conven- 
tional rules, with intent to mislead your 
opponents; but as such play is likely at 
same time to mislead your partner, it 
should be used with great care and judg- 
ment. 

Finesse. — The attempt to win with a card lower 
than your highest, and not in sequence with 
it, trusting that no intermediate card may 
lie on your left. 

First Hand. — In the bidding, the Dealer. In 
the play the Leader or first player, each 
round. 

Flag-Flying. — Bidding for a possible loss when 
opponents may go game on their own dec- 
laration. 



90 The Gist of Auction Bridge 

Follow. — The cards played to the card led; 
or a player's second lead from the same 
suit 

Forced Bid. — Any bid of two or more neces- 
sary to overcall a previous bid. 

Forced Double. — The double of a bid. which, 
if successful, would not go game, without 
the double. 

Forced Lead. — Leading from a short suit; hav- 
ing no long one to lead from, and do not 
return partner's suit. 

Forcing. — Leading a plain suit card, which will 
compel your partner or opponents to trump 
in order to win. 

Fourchette. — A fork, i.e., the card next higher 
and the card next lower than the one led. 

Fourth-best. — The fourth card of any suit, 
counting from the highest. 

Fourth Hand. — In the bidding, the player on 
the right of the dealer. In the play, the 
player on the right of the leader. 



Practical Precepts 91 

Free Bid. — An original bid, or any bid of one 
that overcalls a previous bid of one. 

Free Double. — The double of a bid, which if 
successful would go game without the 
double. 

Game. — Thirty or more points won by tricks. 

Guarded. — A second-best card is guarded when 
you hold a small card of the same suit, 
which you can play to the best card. 

Hand. — The thirteen cards received by each 
player from the dealer. 

High Cards. — The five highest cards, namely, 
A. K. Q. J. and 10. 

Holding Up. — Refusing to play the winning 
card in the first and second rounds of a suit. 

Honors. — The five high cards of the trump 
suit, and the four aces in a no trump. 

In. — The cards that have not been played are 
said to be "in," or "in play." 

Indifferent Cards. — Two or more cards in se- 
quence originally, or after the intermediate 



92 The Gist of Auction Bridge 

cards have been played, the leading of one 

of which will mark the other in the hand. 
Lead. — The first card played of any round. 
Leader. — The first one to play in any round. 

The " First Hand," or the " Eldest Hand." 
Leading Through and Up to. — The first hand 

leads through his left, and up to his right 

opponent. 
Little Slam. — Making twelve tricks in any deal. 
Long Cards. — The cards remaining in hand 

after all the others of same suit are out. 
Long Suit. — One originally containing four or 

more cards. 
Losing Card. — One unlikely to take a trick. 
Love. — No points to score. Nothing. To play 

for love is to play without stakes. 
Low Cards. — Deuce to nine, inclusive. 
Major Suits. — Spades and Hearts. Also 

called the winning suits. 
Make. — To make a card is to win a trick with 

it. To make the cards means to shuffle. 



Practical Precepts 93 

Master Card. — The highest one of the suit at 
the time. Called also the King card or 
Best card. 

Minor Suits. — Clubs and Diamonds. Also 
called the losing suits. 

No Trumps. — A hand in which there is no 
trump and all the suits are equal in trick 
taking. 

Nullo. — A contract to lose tricks at no trumps. 
This bid was suggested by F. C. Thwaits, 
of Milwaukee, but it was not incorporated 
in the game by the authorities and is there- 
fore not used. 

Odd Trick. — The one trick above six that 
counts in the game score. 

Original Bid. — Same as Free Bid. 

Original Lead. — The first lead from any hand. 

Out. — The cards that have been played arc 
"out" of play. 

Over call. — Any bid that is higher or over the 
previous bid. 

Pack. — A set or deck of fifty-two playing cards. 



94 The Gist of Auction Bridge 

Pass. — Declining to bid. 

Plain Suits. — The three suits not trumps for 
•the deal. 

Play. — The act of taking a card from your 
hand and placing it on the table. The first 
hand leads, the second, third, and fourth 
hands play their cards. 

Playing Cards. — A pack of fifty-two cards used 
for playing games. Supposed to be of 
Asiatic origin, and connected with ori- 
ental religious, necromantic, and scientific 
associations. They were introduced into 
Europe before the thirteenth century and 
became very popular in England, France, 
and Germany. The characters upon the 
different suits are supposed to have repre- 
sented the four classes of society: hearts 
representing the clergy, spades the nobility, 
diamonds the citizens, and clubs the serfs. 

Playing to the Score. — To play your cards to 
make the number of tricks required, either 
to win the game or to save it. 



Practical Precepts 95 

Points. — The score made by tricks. Each trick 
won after six are taken. 

Pone. — The right-hand adversary of the De- 
clarer. The original Leader's partner. 

Pre-emptive. — An original bid of more than 
one, or the bidding of one more than neces- 
sary to overcall a preceding bid. 

Private Conventions. — Special signs or systems 
of play known only to the partners who use 
them. 

Quart. — Four cards in sequence. The four 
highest honors of any suit are Quart 
Major. 

Quick Trick. — A trick that can be made on the 
first or second round of a suit. 

Quint. — Five cards in sequence. 

Quitted. — A trick gathered and turned down 
on the table. 

Re-double. — Increases the values of the points 
and penalties four times. 

Re-entry. — -Winning a trick late in the hand to 
obtain the lead. 



96 The Gist of Auction Bridge 

■ ■ -. ' i ii i ■ i i n iiii — iii nr- | -i«r- i in-- 

Renounce. — Holding none of the suit led to 
discard from another. 

Revoke. — Holding one of the suit led to play a 
card from another. 

Round. — In the bidding, a bid, pass, or double 
by each player. In the play, a trick. 

Round. — Every four cards played in succession. 

Rubber. — Two out of three games, or two in 
succession. 

Ruffing. — Another word for trumping a suit. 

Save Game. — Preventing Declarer from win- 
ning game on his bid. 

Score. — The points marked by counters or oth- 
erwise. See " Game." 

Second Hand. — In the bidding, the player to 
the left of the dealer. In the play, the 
player to the left of the leader. 

See-Saw. — See " Cross-Ruff." 

Sequence. — Two or more cards in consecutive 
order of value. A sequence of three is a 
tierce; four, a quart; five, a quint, etc. 
A. K. and Q. are tierce-major. An under 



Practical Precepts 97 

sequence is one at the bottom of the suit. 
An intermediate sequence, one to which 
you hold higher and lower cards. 

Short Suit. — One originally containing three 
cards or less. 

Shout. — Same as "Pre-emptive Bid." 

Shuffle. — The making or changing the relative 
positions of the cards in the pack. 

Singleton. — An original suit of only one card. 

Slam. — Making every trick in any deal. 

Small Cards. — Deuce to nine, inclusive. 

Still Pack. — The pack of cards not in play. 

Strengthening Play. — The use of high cards 
irregularly to assist in exhausting oppo- 
nents' strength, and so aid partner in es- 
tablishing his suit. 

Strong Suit. — One with more than the average 
number of high cards in distinction from a 
long suit. 

Suit. — A series of thirteen cards from deuce to 
ace inclusive, there being four suits — 



98 The Gist of Auction Bridge 

clubs, diamonds, hearts, and spades — in 

each pack. 
Take-Out. — To overcall partner's bid to deny 

his suit, or to make a safer bid. 
Tenace. — The best and third best for the time 

being of any suit held in one hand. The 

first and third best are tenace major; the 

second and fourth are tenace minor; the 

first, third, and fifth are tenace double. 
Third Hand. — In the bidding, the partner of 

the dealer. In the play, the partner of the 

leader. 
Thirteenth.— -The card of any suit in hand after 

twelve of that suit have been played. 
Throwing the Lead. — Playing a card that 

makes another player take the trick. 
Tierce. — A sequence of three cards. Ace, 

King, and Queen are tierce major. 
Trey. — A card with three spots. 
Trick. — The four cards played in one round; 

namely, the card led and the three cards 

played to it. 



Practical Precepts 99 

Trump Suit. — The suit named by the last bid- 
der, and accepted for that deal. The 
trump suit is superior to the other three 
suits. 

Unblocking. — Getting rid of the commanding 
cards of your partner's long suit when you 
hold a less number of the same suit. 

Under Play. — Keeping back the best cards, and 
playing lower ones instead. It differs from 
finessing in this, that the object is not to 
take the trick with the smaller card, but to 
throw the lead, or conceal the possession of 
the higher cards, so as to use them more 
effectively later in the hand. 

Weak Suit. — A suit containing few or no high 
cards. 

Winning Cards. — The highest cards of any 
suit in play. 

u Without/ 9 — A slang expression for the bid of 
no trump. Not found in the literature of 
the game and not used by educated players. 



100 The Gist of Auction Bridge 

Y arbor ough. — A hand containing no card 
above a nine. 



DUPLICATE AUCTION 

Duplicate Auction is rapidly increasing in 
popularity, especially in the clubs. As in Du- 
plicate Whist, it eliminates, to a large degree, 
the element of chance, in the run of the cards, 
and materially increases the interest in good 
play. 

The laws of straight Auction govern the play 
in duplicate, except where the machinery of the 
game requires some modifications. 

In the duplicate game, the duplicate Whist 
trays are used, and there must be a separate 
pack of cards for each deal. 

The bidding is made the same as in the reg- 
ular game, but when the declaration is settled 
and the play begins, each player, when it is his 
turn to play, must place his card, face upward, 
on the table, near the tray, where it must remain 



Practical Precepts 101 

until all have played to the trick. The cards 
are then turned back, toward the edge of the 
table, and pointed toward the side winning the 
trick. 

Dummy plays the cards of his hand by the 
direction of the Declarer. 

The cards must be left in the order in which 
they are played until the score for that deal has 
been recorded. They are then replaced in the 
tray in the same order as when received. 

For each game of 30 points or more won 
against the same adversaries, 125 points are 
added in the honor column, but nothing is added 
for an unfinished game. There are no rubbers. 

At the end of each deal, or series of deals, 
each side adds up its total score for tricks and 
honors, and the lower is deducted from the 
higher, the difference being the amount won or 
lost. The pair having the higher score shall 
take "plus" the difference so obtained, and the 
opposite pair "minus" the same amount. 

In a game of two or more tables the score 



102 The Gist of Auction Bridge 

of any pair is compared only with that of the 
other pairs who have played the same hands. 

At the end of the game or tournament, the 
average of all the scores in each position is as- 
certained, and a pair takes a "plus" score when 
its net total is more than the average, or a 
"minus" score when less than the average. The 
pairs having the largest "plus" win the contest 
in their respective positions. 

In the bidding, if four players pass at the 
table at which the hand is first dealt, the cards; 
must be dealt over again by the same player. 
But if four players pass a hand which has been 
dealt and played at another table, the score 
must be recorded as nothing to nothing, and the 
tray passed to the next table. 



PART VI 

THE LAWS 1 

(Effective January 1, 1917) 
THE RUBBER 

i. A rubber continues until one side wins it 
by winning two games. When the first two 
games decide the rubber, a third is not played. 

SCORING 

2. Each side has a trick score and a score for 
all other counts, generally known as the honor 
score. In the trick score the only entries made 
are points for tricks won (see Law 3), which 
count both toward the game and in the total of 
the rubber. 

1 The Laws of Auction. By the courtesy and permission of 
The Whist Club of New York. 

103 



104 The Oist of Auction Bridge 

All other points, including those scored for 
honors, penalties, slam, little slam, and under- 
tricks, are recorded in the honor score, which 
counts only in the total of the rubber. 

3. When the declarer wins the number of 
tricks bid or more, each above six 1 counts on 
the trick score : six points when clubs are trumps, 
seven when diamonds are trumps, eight when 
hearts are trumps, nine when spades are trumps, 
and ten when the declaration is no trump. 

4. A game consists of thirty points made by 
tricks alone. Every deal is played out, whether 
or not during it the game be concluded, and any 
points made (even if in excess of thirty) are 
counted. 

5. The ace, king, queen, knave, and ten of 
the trump suit are the honors; when no trump is 
declared, the aces are the honors. 

6. Honors are credited to the original hold- 
ers; they are valued as follows: 

1 Such tricks are generally called " odd tricks." 



The Laws 105 



When a Trump Is Declared 

3* honors held between partners equal value of 2 tricks. 

. a a it a a ti . it 

4 4 

c a a u a u a u 

4 " in 1 hand " " 8 " 

4 « « x « f 5th in 1 « « 9 « 

partner's^ 

hand IO 



When No Trump Is Declared 

3 aces held between partners count 30 

4 " " ^ « « " 40 
4 " " in one hand " 100 



* Frequently called "simple honors." 

7. Slam is made when partners take thirteen 
tricks. 1 It counts ioo points in the honor score. 

8. Little slam is made when partners take 
twelve tricks. 2 It counts 50 points in the honor 
score. 

1 Law 84 prohibits a revoking side from scoring slam, 
and provides that tricks received by the declarer as penalty 
for a revoke shall not entitle him to a slam not otherwise 
obtained. 

2 Law 84 prohibits a revoking side from scoring little slam, 
and provides that tricks received by the declarer as penalty 
for a revoke shall not entitle him to a little slam not other- 
wise obtained. When a declarer bids 7 and takes twelve 
tricks he counts 50 for little slam, although his declaration 
fails. 



106 The Gist of Auction Bridge 

9. The value of honors, slam, or little slam 
is not affected by doubling or redoubling. 

10. At the end of a rubber the winners score 
250 points additional. 

The trick, honor, and bonus scores of each 
side are then added and the size of the rub- 
ber is the difference between the respective 
totals. 

The losers of the rubber are entitled to the 
difference when they have the larger total. 

11. When a rubber is started with the agree- 
ment that the play shall terminate (i. e., no new 
deal shall commence) at a specified time, and 
the rubber is unfinished at that hour, the score 
is made up as it stands, 125 being added to the 
score of the winners of a game. A deal if 
started must be played out. 

11a. If a rubber be started without any 
agreement as to its termination, and before its 
conclusion one player leaves without appointing 
an acceptable substitute (see Law 26), his ad- 
versaries have the right to elect whether the 



The Laws 107 



score be cancelled or counted as if covered by 
Law II. 

12. A proved error in the honor score may 
be corrected at any time before the score of the 
rubber has been made up and agreed upon. 

13. A proved error in the trick score may be 
corrected at any time before a declaration has 
been made in the following game, or, if it occur 
in the final game of the rubber, before the score 
has been made up and agreed upon. 

CUTTING 

14. In cutting, the ace is the lowest, the king 
the highest card; between cards of otherwise 
equal value, the spade is the lowest, the heart 
next, the diamond next, and the club the highest. 

15. Every player must cut from the same 
pack. 

16. Should a player expose more than one 
card, the highest is his cut, except as provided 
for in Law 19. 



108 The Gist of Auction Bridge 



FORMING TABLES 

17. Those first in the room have the prior 
right to play. Candidates of equal standing 
decide their order by cutting; those who cut low- 
est play first. 

18. Six players constitute a complete table. 

19. After the table has been formed, the 
players cut to decide upon partners, the two 
lower play against the two higher. In cutting 
for partners, should a player expose more than 
one card he must cut again. The lowest is 
the dealer, who has choice of cards and seats, 
and having made his selection, must abide 
by it. 1 

20. The right to succeed players as they 
retire is acquired by announcing the desire 
to do so, and such announcements, in the order 
made entitle candidates to places as vacancies 
occur. 

1 He may consult his partner before making his decision. 



The Laws 109 



CUTTING OUT 

21. If, at the end of a rubber, admission be 
claimed by one or two candidates, the player or 
players who have played the greatest number of 
consecutive rubbers withdraw; when more play- 
ers than there are candidates have played the 
same number, the outgoers are decided by cut- 
ting; the highest are out. 1 

RIGHT OF ENTRY 

22. At the beginning of a rubber a candi- 
date is not entitled to enter a table unless he de- 
clare his intention before any player cut, either 
for partners, for a new rubber, or for cutting 
out. 

23. In the formation of new tables, candi- 
dates who have not played at an existing table 
have the prior right of entry. Others deter- 
mine their right to admission by cutting. 

1 See Law 14 as to value of cards in cutting. 



110 The Gist of Auction Bridge 

24. When one or more players belonging to 
an existing table aid in making up a new one, 
which cannot be formed without him or them, 
he or they shall be the last to cut out. 

25. A player belonging to one table who 
enters another, or announces a desire to do so, 
forfeits his rights at his original table, unless 
the new table cannot be formed without him, in 
which case he may retain his position at his 
original table by announcing his intention to 
return as soon as his place at the new table can 
be filled. 

26. Should a player leave a table during the 
progress of a rubber, he may, with the consent 
of the three others, appoint a substitute to play 
during his absence; but such appointment be- 
comes void upon the conclusion of the rubber, 
and does not in any way affect the rights of the 
substitute. 

27. If a player break up a table, the others 
have a prior right of entry elsewhere. 



The Laws m 



SHUFFLING 

28. The pack must not be shuffled below the 
table nor so the face of any card be seen. 

29. The dealer's partner must collect and 
shuffle the cards from the preceding deal. He 
must then place them face downward to the left 
of the next dealer, where they must remain un- 
touched until the end of the current deal. 

30. At the conclusion of the deal the next 
dealer has the right to shuffle his pack, but 
should a card or cards be seen during his shuf- 
fling or while the pack is being cut, he must 
reshuffle. 1 

THE DEAL 

31. Players deal in turn; the order of deal- 
ing is to the left. 

32. Immediately before the deal, the player 
on the dealer's right cuts, so that each packet 

1 The dealer has the right to shuffle last except in the case 
covered by Law 34. 



112 The Gist of Auction Bridge 

contains at least four cards. When in or after 
cutting, and prior to the beginning of the deal, 
a card is exposed, or when any doubt exists as 
to the place of the cut, the dealer must reshuffle 
and the same player must cut again. 

33. After the pack has been properly cut, it 
should not be reshuffled or recut except as pro- 
vided in Law 32. 

34. Should the dealer shuffle after the cut, 
his adversaries may subsequently shuffle and 
the pack must be cut again. 

35. The fifty-two cards must be dealt face 
downward. The deal is completed when the 
last card is dealt. 

36. In the event of a misdeal, the same pack 
must be dealt again by the same player. 

A NEW DEAL 

37. There must be a new deal : 

{a) If the cards be not dealt, beginning at 
the dealer's left, into four packets, 



The Laws 113 



one at a time and in regular rota- 
tion. 

(b) If, during a deal, or during the play, 

the pack be proved incorrect. 1 

(c) If, during a deal, any card be faced in 

the pack or exposed, on, above, or 
below the table. 

(d) If more than thirteen cards be dealt 

to any player. 2 

(e) If the last card does not come in its 

regular order to the dealer. 

(/) If the dealer omits having the pack 
cut, deals out of turn or with the 
adversaries' cards, and either ad- 
versary call attention to the fact 
before the end of the deal, and be- 
fore looking at any of his cards. 

1 A correct pack contains fifty-two cards divided into four 
suits of thirteen cards each, each suit containing one card of 
each denomination. 

2 This error, whenever discovered, renders a new deal 
necessary. 



114 The Gist of Auction Bridge 

(g) If, before, during, or at the conclu- 
sion of the play, one player hold 
more than the proper number of 
cards and another less. 

38. Should a correction of any offense men- 
tioned in 37 (/) not be made in time, or should 
an adversary who has looked at any of his cards 
be the first to call attention to the error, the deal 
stands, and the game proceeds as if the deal had 
been correct, the player to the left dealing next. 
When the deal has been with the wrong cards, 
the next dealer when it is his turn to deal may 
take whichever pack he prefers. 

39. If, prior to the cut for the following deal, 
a pack be proved incorrect, the deal is void, but 
all prior scores stand. 

The pack is not incorrect when a missing card 
or cards are found in the other pack, among the 
quitted tricks, below the table, or in any other 
place which makes it possible that such card or 
cards were part of the pack during the deal. 

40. Should three players have their proper 



The Laws 115 

number of cards, the fourth, less, the missing 
card or cards, if found, belong to him, and he, 
unless dummy, is answerable for any established 
revoke or revokes he may have made just as if 
the missing card or cards had been continuously 
in his hand. When a card is missing, any player 
may search the other pack, the quitted tricks, or 
elsewhere for it. 1 

41. A player may not cut, shuffle, or deal for 
his partner if either adversary object. 

410. A player may not lift from the table and 
look at any of his cards until the end of the deal. 
The penalty for the violation of this law is 25 
points in the adverse honor score for each card 
so examined. 

THE DECLARATION 

42. The dealer, having examined his hand, 
must either pass or declare to win at least one 

1 The fact that a deal is concluded without any claim of 
irregularity shall be deemed as conclusive that such card 
was part of the pack during the deal. 



116 The Gist of Auction Bridge 

odd trick, 1 either with a specified suit as trump 
or at no trump. 

43. The dealer having declared or passed, 
each player in turn, beginning on the dealer's 
left, must pass, make a higher declaration, dou- 
ble the last declaration made by an opponent, or 
redouble an opponent's double, subject to the 
provisions of Law 56. 

44. When all four players pass their first 
opportunity to declare, the deal passes to the 
next player. 

45. The order in value of declarations from 
the lowest up is clubs, diamonds, hearts, spades, 
no trump. 

To overbid a declaration, a player must bid, 
either 

(a) An equal number of tricks of a more 

valuable declaration, or 

(b) A greater number of tricks. 

E. g. f 3 spades over 3 diamonds; 5 clubs over 
4 hearts ; 4 diamonds over 3 no trump. 

1 One trick more than six. 



The Laws 117 



46. A player in his turn may overbid the 
previous adverse declaration any number of 
times, and may also overbid his partner, but he 
cannot overbid his own declaration which has 
been passed by the three others. 1 

47. The player who makes the final declara- 
tion 2 must play the combined hands, his partner 
becoming dummy, unless the suit or no trump 
finally declared was bid by the partner before it 
was called by the final declarer, in which case the 
partner, no matter what bids have intervened, 
must play the combined hands. 

48. When the player of the two hands (here- 
inafter termed " the declarer") wins at least as 
many tricks as he declared, he scores the full 
value of the tricks won ( see Law 3 ) . 3 

1 Seven is the maximum declaration, and if it be made, the 
only bid thereafter permitted (except a double) is seven of 
a higher valued declaration. 

2 A declaration becomes final when it has been passed by 
three players. 

3 For amount scored by declarer, if doubled, see Laws 55 
and 58. 



118 The Gist of Auction Bridge 

480. When the declarer fails to win as many 
tricks as he declares, neither he nor his adver- 
saries score anything toward the game, but his 
adversaries score in their honor column 50 
points for each undertrick (i. e., each trick short 
of the number declared) . If the declaration be 
doubled, the adversaries score 100 points; if re- 
doubled, 200 points for each undertrick. 

49. If a player make a declaration (other 
than a double 1 or a pass 2 ) out of turn either ad- 
versary may cancel or accept it. 

When a declaration out of turn is cancelled 
the player whose turn it was to declare bids, and 
the partner of the offending player may not 
thereafter participate in the declaration. 

When a declaration out of turn is accepted 
it becomes the turn of the player to the left of 
the offender to declare and the partner of the 
offending player retains the right to participate 
in the declaration. 

1 See Law 49a. 

2 See Law 49^. 



The Laws 119 



After a declaration out of turn, should the 
adversary to the left of the offender either pass, 
double, or declare before the improper bid 
is accepted or cancelled, such act accepts 
the bid and thereby makes it the turn of said 
adversary. 

Should the adversary to the right of a player 
who has bid out of turn be the proper declarer, 
and should he pass, double, or declare before 
the improper bid be accepted or cancelled, 
such act is a cancellation of the improper dec- 
laration. 

When a bid out of turn is cancelled, it having 
been the turn of the partner of the offending 
player to declare, such turn passes to the adver- 
sary on the left of said partner. 

49#. If a player double, or redouble when 
it is his partner's turn to declare, either adver- 
sary may — 

(a) Accept the double or redouble as if it 

had been made in turn. 

( b ) Demand a new deal. 



120 The Gist of Auction Bridge 

(c) Call the bid that was doubled or re- 
doubled final, and elect whether the 
double or redouble stand. 

There is no penalty for a double or redouble 
out of turn when the partner of the offender has 
already passed the declaration. 1 

When a declaration is made final neither a 
redouble nor any other declaration may be 
made. 

49&. A pass out of turn cannot be penalized 
and does not affect the order of bidding. The 
bidding is continued by the player whose turn it 
was when the pass out of turn was made. 

The player who has passed out of turn may 
only re-enter the bidding in case the declaration 
he has passed be overbid or doubled. 

Should the adversary to the left of a player 
who passes out of turn be misled thereby and 
either pass or declare, such act accepts the pass 
as being in turn. 

50. If a player make an insufficient declara- 
1 See Law $oh. 



The Laws 121 



tion, either adversary may demand that it be 
made sufficient in the declaration named, in 
which case the partner of the declarer may not 
further declare unless an adversary subsequently 
bid or double. 

500. If a player who has been debarred from 
bidding under Laws 49, 50, 52, or 66, during 
the period of such prohibition, make any decla- 
ration (other than passing), either adversary 
may decide whether such declaration stand, and 
neither the offending player nor his partner may 
further participate in the bidding even if the ad- 
versaries double or declare. 

50&. A penalty for a declaration out of turn 
(see Law 49), an insufficient declaration (see 
Law 50), or a bid when prohibited (see Law 
50^) may not be enforced if either adversary 
pass, double, or declare before the penalty be 
demanded. 1 

1 When the penalty for an insufficient declaration is not 
demanded, the bid over which it was made may be repeated 
unless some higher bid has intervened. 



122 The Gist of Auction Bridge 

50c. Laws which give to either adversary the 
right to enforce a penalty, do not permit consul- 
tation. Either adversary may call attention to 
the offence and select or forego a penalty, or 
may pass the privilege to his partner. If con- 
sultation take place the right to demand a pen- 
alty is forfeited. 1 The first decison made by 
either adversary is final and cannot be altered. 2 

51. At any time during the declaration, a 
question asked by a player concerning any previ- 
out bid must be answered, but, after the final 
declaration has been accepted, if an adversary 
of the declarer inform his partner regarding 
any previous declaration, the declarer may call 
a lead from the adversary whose next turn it is 
to lead. If the dummy give such information to 
the declarer, either adversary of the declarer 
may call a lead when it is the next turn of the 

1 The question, "Partner, will you select the penalty, or 
shall I ? " is a form of consultation and is not permitted. 

2 When the player directs his partner to select the penalty 
and the partner fails to do so or attempts to refer the privilege 
back, the right is forfeited. 



The Laws 123 



dealer to lead from either hand. A player, how- 
ever, at any time may ask what declaration is 
being played and the question must be answered. 

52. If before or during the declaration a 
player give any information concerning his hand 
other than that conveyed by a legitimate decla- 
ration, his partner may not thereafter partici- 
pate in the bidding. 

53. A double once made may not be altered. 
No declaration may be altered after the next 

player acts. 1 

Before action by the next player a no trump 
or suit declaration may be changed: 

{a) To correct the amount of an insufficient 

bid. 
(b) To correct the denomination but not the 
size of a bid in which, due to a lapsus 
lingua, a suit or no trump has been 
called which the declarer did not in- 
tend to name. 

1 Such an alteration may be penalized as a bid out of turn. 
(See Law 49.) 



124 The Gist of Auction Bridge 

No other alteration may be made. 

54. After the final declaration has been ac- 
cepted, the play begins; the player on the left 
of the declarer leads. 



DOUBLING AND REDOUBLING 

55. Doubling and redoubling doubles and 
quadruples the value of each trick over six, but 
it does not alter the value of a declaration ; e. g. } 
a declaration of " three clubs " is higher than 
44 two spades " doubled or redoubled. 

56. Any declaration may be doubled and re- 
doubled once, but not more; a player may not 
double his partner's declaration nor redouble 
his partner's double, but he may redouble a dec- 
laration of his partner which has been doubled 
by an adversary. 

The penalty for redoubling more than once 
is 100 points in the adverse honor score or a 
new deal; for doubling a partner's declaration, 
or redoubling a partner's double it is 50 points 



The Laws 125 



in the adverse honor score. Either adversary 
may demand any penalty enforceable under this 
law. 

57. Doubling or redoubling reopens the bid- 
ding. When a declaration has been doubled or 
redoubled, any one of the three succeeding play- 
ers, including the player whose declaration has 
been doubled, may, in his proper turn, make a 
further declaration of higher value. 

58. When a player whose declaration has 
been doubled wins the declared number of 
tricks, he scores a bonus of 50 points in his 
honor score, and a further 50 points for each 
additional trick. When he or his partner has 
redoubled, he scores 100 points for making the 
contract and an additional 100 for each extra 
trick. 

DUMMY 1 

59. As soon as the player on the left of the 
declarer leads, the declarer's partner places his 

1 For additional laws affecting dummy, see 51 and 93. 



126 The Gist of Auction Bridge 

cards face upward on the table, and the de- 
clarer plays the cards from that hand. 

60. The partner of the declarer has all the 
rights of a player (including the right to call 
attention to a lead from the wrong hand), until 
his cards are placed face upward on the table. 1 
He then becomes the dummy, and takes no part 
whatever in the play, except that he has the 
right: 

(a) To call the declarer's attention to the 

fact that too many or too few cards 
have been played to a trick; 

(b) to correct an improper claim of either 

adversary; 

(c) to call attention to a trick erroneously 

taken by either side; 

(d) to participate in the discussion of any 

disputed question of fact after it has 
arisen between the declarer and either 
adversary; 

(e) to correct an erroneous score; 

1 The penalty is determined by the declarer (see Law 67). 



The Laws 127 



(/) to consult with and advise the declarer as 

to which penalty to exact for a 

revoke ; 
(g) to ask the declarer whether he have any 

of a suit he has renounced. 
The dummy, if he have not intentionally 
looked at any card in the hand of a player, has 
also the following additional rights: 

(h) To call the attention of the declarer to 

an established adverse revoke ; 
(i) to call the attention of the declarer to a 

card exposed by an adversary or to an 

adverse lead out of turn; 
(/) to call the attention of the declarer to 

any right which he may have under 

any law; 
( k ) to direct the declarer who would concede 

a trick or tricks to the adversaries to 

play out the hand. 1 
61. Should the dummy call attention to any 
other incident in the play in consequence of 

1 See Law 95. 



128 The Gist of Auction Bridge 

which any penalty might have been exacted, the 
declarer may not exact such penalty. Should 
the dummy avail himself of rights (h), (i), 
(j), or (&), after intentionally looking at a 
card in the hand of a player, the declarer may 
not benefit thereby. 

62. If the dummy, by touching a card or 
otherwise suggest the play of one of his cards, 
either adversary may require the declarer to 
play or not to play such card. 

62a. If the dummy call to the attention of the 
declarer that he is about to lead from the wrong 
hand, either adversary may require that the 
lead be made from that hand. 

63. Dummy is not subject to the revoke pen- 
alty; if he revoke and the error be not discov- 
ered until the trick be turned and quitted, 
whether by the rightful winners or not, the re- 
voke may not be corrected. 

64. A card from the declarer's hand is not 
played until actually quitted, but should he name 
or touch a card in the dummy, such card is 



The Laws 129 



played unless he say, " I arrange/' or words to 
that effect. If he simultaneously touch two or 
more such cards, he may elect which to play. 

EXPOSED CARDS 

65. The following are exposed cards: 

( 1 ) Two or more cards played simultane- 

ously ; 

(2) a card dropped face upward on the 

table, even though snatched up so 
quickly that it cannot be named; 

(3) a card so held by a player that his 

partner sees any portion of its face ; 

(4) a card mentioned by either adversary 

as being held in his or his partner's 
hand. 

A card dropped on the floor or elsewhere be- 
low the table and not seen by the partner, 1 or 
so held that it is seen by an adversary but not 
by the partner, is not an exposed card. 
1 If seen by the partner it is an exposed card. 



130 The Gist of Auction Bridge 



CARDS EXPOSED BEFORE PLAY 

66. After the deal and before the declara- 
tion has been finally determined, if any player 
lead or expose a card, his partner may not there- 
after bid or double during that declaration, 1 and 
the card, if it belong to an adversary of the 
eventual declarer, becomes an exposed card. 2 
When the partner of the offending player is 
the original leader, the declarer may also pro- 
hibit the initial lead of the suit of the ex- 
posed card. 

67. After the final declaration has been ac- 
cepted and before the lead, if the partner of the 
proper leader expose or lead a card, the declarer 
may treat it as exposed or may call a suit from 
the proper leader. A card exposed by the 
leader, after the final declaration and before the 
lead, is subject to call. 

1 See Law 500. 

2 See Law 68. 



The Laws 131 



CARDS EXPOSED DURING PLAY 

68. An exposed card must be left face up- 
ward on the table. 

Until it is played the declarer has the right to 
call it at any time when it is the turn of its owner 
to play or lead, but the owner may play or lead 
it whenever he has the opportunity. 

69. A player cannot be compelled to play a 
card which would oblige him to revoke. 

70. Should an exposed card be called and 
the player be unable to obey the call because he 
is obliged to follow suit, the card is still ex- 
posed and the call may be repeated any number 
of times until the card is played. 

71. Two or more cards played simultane- 
ously by either of the declarer's adversaries 
give the declarer the right to call any one of such 
cards to the current trick and to treat the other 
card or cards as exposed. 

72. Should an adversary of the declarer ex- 
pose his last card before his partner play to the 



132 The Gist of Auction Bridge 

twelfth trick, the two cards in his partner's hand 
become exposed, must be laid face upward on 
the table, and are subject to call. 

73. If, without waiting for his partner to 
play, either of the declarer's adversaries play 
or lead a winning card, as against the declarer 
and dummy and continue (without waiting for 
his partner to play) to lead several such cards, 
the declarer may demand that the partner of the 
player in fault win, if he can, the first or any 
other of these tricks. The other cards thus im- 
properly played are exposed. 

74. If either or both of the declarer's ad- 
versaries throw his or their cards face upward 
on the table, such cards are exposed and liable 
to be called; but if either adversary retain his 
hand, he cannot be forced to abandon it. Cards 
exposed by the declarer are not liable to be 
called. If the declarer say, " I have the rest," 
or any words indicating the remaining tricks or 
any number thereof are his, he may be required 
to place his cards face upward on the table. He 



The Laws 133 



is not then allowed to call any cards his adver- 
saries may have exposed, nor to take any finesse, 
not previously proven a winner, unless he an- 
nounce it when making his claim. 

75. If a player who has rendered himself 
liable to have the highest or lowest of a suit 
called (Laws 80, 86, and 92) fail to play as 
directed, or if, when called on to lead one suit, 
he lead another, having in his hand one or more 
cards of the suit demanded (Laws 66, 76, and 
93), or if, when called upon to win or lose a 
trick, he fail to do so when he can (Laws 73, 
80, and 92), or if, when called upon not to play 
a suit, he fail to play as directed (Laws 66, 67) 
he is liable to the penalty for revoke (Law 84) , 
unless such play be corrected before the trick be 
turned and quitted. 

LEADS OUT OF TURN 

76. If an adversary of the declarer lead out 
of turn, the declarer may treat the card so led 



134 The Gist of Auction Bridge 

as exposed or may call a suit as soon as it is the 
turn of either adversary to lead. Should they 
lead simultaneously, the lead from the proper 
hand stands, and the other card is exposed. 

77. If the declarer lead out of turn, either 
from his own hand or dummy, he incurs no pen- 
alty, but he may not rectify the error unless di- 
rected to do so by an adversary. 1 If the second 
hand play, the lead is accepted. 

78. If an adversary of the declarer lead out 
of turn, and the declarer follow either from his 
own hand or dummy, the lead is accepted. If 
the declarer before playing refuse to accept the 
lead, the leader may be penalized as provided 
in Law 76. 

79. If a player called on to lead a suit have 
none of it, the penalty is paid. 

1 The rule in Law 50*: as to consultations governs the right 
of adversaries to consult as to whether such direction be 
given. 



The Laws 135 



CARDS PLAYED IN ERROR 

80. Should the fourth hand, not being dummy 
or declarer, play before the second, the latter 
may be required to play his highest or lowest 
card of the suit led, or to win or lose the trick. 
In such case, if the second hand be void of the 
suit led, the declarer in lieu of any other penalty 
may call upon the second hand to play the high- 
est card of any designated suit. If he name a 
suit of which the second hand is void, the pen- 
alty is paid. 1 

81. When any one, except dummy, omits 
playing to a trick, and such error is not corrected 
until he has played to the next, the declarer or 
either of his adversaries, as the case may be, 
may claim a new deal; should either decide that 
the deal stand, the surplus card (at the end of 

1 Should the declarer play third hand before the second 
hand, the fourth hand may without penalty play before hii 
partner. 



136 The Gist of Auction Bridge 

the hand) is considered played to the imperfect 
trick, but does not constitute a revoke therein. 1 

82. When any one, except dummy, plays two 
or more cards to the same trick and the mistake 
is not corrected, he is answerable for any conse- 
quent revokes he may make. When the error is 
detected during the play, the tricks may be 
counted face downward, to see if any contain 
more than four cards; should this be the case, 
the trick which contains a surplus card or cards 
may be examined and such card or cards re- 
stored to the orginal holder. 2 

THE REVOKE 3 

83. A revoke occurs when a player, other 
than dummy, holding one or more cards of the 

1 As to the right of adversaries to consult, see Law $oc. 

2 Either adversary may decide which card shall be con- 
sidered played to the trick which contains more than four 
cards, but such decision shall not affect the winning or losing 
of the trick. 

3 See Law 75. 



The Laws 137 



suit led, plays a card of a different suit. It be- 
comes an established revoke when the trick in 
which it occurs is turned and quitted by the right- 
ful winners * (i. e. } the hand removed from the 
trick after it has been turned face downward on 
the table), or when either the revoking player 
or his partner, whether in turn or otherwise, 
leads or plays to the following trick. 

84. The penalty for each established re- 
voke is : 

(a) When the declarer revokes, he cannot 

score for tricks and his adversaries 
add 100 points to their score in the 
honor column for each revoke, in ad- 
dition to any penalty to which they 
may be entitled for his failure to make 
good his declaration. 

(b) When either of the adversaries revokes, 

the declarer for the first revoke may 
either score 100 points in his honor 
column or take three tricks from his 

1 Except as provided in Law 85. 



138 The Gist of Auction Bridge 

opponents and add them to his own. 1 
Such tricks may assist the declarer to 
make good his declaration, 2 but shall 
not entitle him to any further bonus 
in the honor column, by reason of the 
declaration having been doubled or 
redoubled, nor to a slam or little slam 
not otherwise obtained 3 (see Laws 7, 
8 and 58). For each subsequent re- 
voke he adds 100 points to his honor 
score. 
The value of their honors is the only score 

that can be made by a revoking side. 

85. A player may ask his partner if he have 

a card of the suit which he has renounced; 

should the question be asked before the trick be 

turned and quitted, subsequent turning and 

1 The dummy may advise the declarer which penalty to 
exact. 

2 They may enable him to win a game and if that game 
conclude the rubber, give him the 250 points bonus. 

3 The value of the three tricks, doubled or redoubled, as 
the case may be, is counted in the trick score. 



The Laws 139 



quitting does not establish a revoke, and the 
error may be corrected unless the question be 
answered in the negative, or unless the revoking 
player or his partner have led or played to the 
following trick. 

85^. Should the dummy leave the table dur- 
ing the play, he may ask his adversaries to pro- 
tect him from revokes during his absence; such 
protection is generally called "the courtesies of 
the table" or u the courtesies due an absentee." 

If he makes such request the penalty for a re- 
voke made by the declarer during the dummy's 
absence may not be enforced unless in due sea- 
son an adversary have asked the declarer 
whether he have a card of the suit he has 
renounced. 

86. if a player correct his mistake in time to 
save a revoke, any player or players who have 
followed him may withdraw his or their cards 
and substitute others, and the cards so with- 
drawn are not exposed. If the player in fault 
be one of the declarer's adversaries, the card 



140 The Gist of Auction Bridge 

played in error is exposed, and the declarer may 
call it whenever he pleases, or he may require 
the offender to play his highest or lowest card 
of the suit to the trick. 

86a. If the player in fault be the declarer, 
either adversary may require him to play the 
highest or lowest card of the suit in which he has 
renounced, provided both his adversaries have 
played to the current trick; but this penalty may 
not be exacted from the declarer when he is 
fourth in hand, nor can it be enforced at all 
from the dummy. 

87. At the end of the play the claimants of a 
revoke may search all the tricks. If the cards 
have been mixed, the claim may be urged and 
proved if possible; but no proof is necessary 
and the claim is established if, after it is made, 
the accused player or his partner mix the cards 
before they have been sufficiently examined by 
the adversaries. 

88. A claim that a revoke has been made can- 
not be allowed after the cards have been cut for 



The Laws 141 



the following deal, or when the deal concludes 
the rubber, after the score has been made up and 
agreed upon, or after the cards have been cut 
for any purpose connected with the next rubber. 

89. Should both sides revoke, the only score 
permitted is for honors. In such case, if one 
side revoke more than once, the penalty of 100 
points for each extra revoke is scored by the 
other side. 

GENERAL LAWS 

90. A trick turned and quitted may not be 
looked at (except under Law 82) until the end 
of the play. The penalty for the violation of 
this law is 25 points in the adverse honor score. 

91. Any player during the play of a trick or 
after the four cards are played, and before the 
trick is turned and quitted, may demand that 
the cards be placed before their respective 
players. 

92. When an adversary of the declarer, be- 



142 The Gist of Auction Bridge 

fore his partner plays, calls attention to the 
trick, either by saying it is his, or, without being 
requested to do so, by naming his card or draw- 
ing it toward him, the declarer may require such 
partner to play his highest or lowest card of the 
suit led, or to win or lose the trick. 

93. An adversary of the declarer may call 
his partner's attention to the fact that he is about 
to play or lead out of turn; but if, during the 
play, he make any unauthorized reference to 
any incident of the play, the declarer may call a 
suit from the adversary whose next turn it is to 
lead. If the dummy similarly offend, either ad- 
versary may call a lead when it is the next turn 
of the declarer to lead from either hand. 

94. In all cases where a penalty has been in- 
curred, the offender is bound to give reasonable 
time for the decision of his adversaries. 

95. If the declarer concede one or more tricks 
and the concession be accepted, such trick or 
tricks belong to the adversaries even if it would 
have been impossible for the declarer to lose 



The Laws 143 



such trick or tricks had the hand been played 
out 1 

If an adversary of the declarer concede a 
trick or tricks, such concession is binding if 
agreed to at the time by the partner of the con- 
ceding player. Silence shall be regarded as 
consent. 

NEW CARDS 

96. Unless a pack be imperfect, no player has 
the right to call for one new pack. When fresh 
cards are demanded, two packs must be fur- 
nished. When they are produced during a rub- 
ber, the adversaries of the player demanding 
them have the choice of the new cards. If it be 
the beginning of a new rubber, the dealer, 
whether he or one of his adversaries call for the 
new cards, has the choice. New cards cannot 

1 Unless before the acceptance of the concession, the 
dummy, who has not looked at any cards in the hand of an 
adversary, demand that the deal be played out. (See Law 
60k.) 



144 The Gist of Auction Bridge 

be substituted after the pack has been cut for a 
new deal. 

97. A card or cards torn or marked must be 
replaced by agreement, or new cards furnished. 



BYSTANDERS 

98. While a bystander, by agreement among 
the players, may decide any question, he should 
not say anything unless appealed to; and if he 
make any remark which calls attention to an 
oversight affecting the score, or to the exaction 
of a penalty, he is liable to be called upon by 
the players to pay the stakes (not extras) lost. 



INDEX 



Auction bridge, a partner- 
ship, 2 ; scientific, i, 3 ; 
guessing, 1 ; theory and 
practice of, 5-7; described, 
7-10; etiquette of, 76-81; 
don'ts of the game, 81-85; 
the laws of, 103-144 

Bidding, out of turn, 17; 

safe, 22, 23 
Bids, insufficient, 18 ; prevous, 

18; conventional, 21-47; 

original, 22-25; table of 

original, 26-29 ; second 

round 46, 47 
Bystanders, law about, 144 

Cards, and the dealing, 111- 
115; when exposed, laws 
about, 129; before play, 
130; during play, 131-133; 
played in error, 135, 136; 
new, 143, 144 

Cavendish, quoted on correct 
play, 6 

Conventional plays, 61-70; 
Second Hand, 61, 62; Third 
Hand, 63; unblocking, 64; 
echo, 65; second round, 
67, 68 

Cutting, laws about, 107 

Cutting out, law about, 109 



Deal, the, laws about, 111- 
112; a new, 112-115 

Dealing, 8, 9 ; out of turn, 16 ; 
with opponent's cards, 16 

Declaration altered, 18 

Declarations, how they should 
be made, 77; laws about, 
115-124 

Declarer, contract making, 
11; his book, 11, 59; and 
finesse, 74; laws about dec- 
larations, 1 15-124; when 
he revokes, 137; conceding 
tricks, 142 

Discard, the, 74-76 

Don'ts of the game, 81-85 

Double, the, 44, 45 

Doubling, and redoubling, 
laws about, 124, 125 

Double out of turn, 17 

Dummy, cards of, 19; restric- 
tions placed on, 57, 58 ; 
privileges and duties of, 
58 ; etiquette and, 78 ; in 
duplicate auction, 101 ; laws 
about, 122, 125-129, 139, 142 

Duplicate auction, 100-102 



Echo, the, 65 

44 Eleven rule," 62, 66 t 67 

Entry, right of, 109, no 



145 



146 



Index 



Etiquette of auction bridge, 

76-81 
Exposed cards, 19; laws 

about, 129-133 

Finesse, the, 73, 74 
Fourth Hand, 40-44; in con- 
ventional plays, 68-70 

Game, the scientific, 1, 3 ; the 
guessing, 1 ; the, described, 
7-10; opening the, 21, 22; 
go game, 32, 33; what it 
consists of, 104 

Glossary of common and tech- 
nical terms, 86-100 

Go game, 32, 33 

Laws, the, 103-144 

Leads, out of turn, 19; con- 
ventional, 49-60; the open- 
ing, 49, 50; rules for the, 
51-54; table of, 54-56; re- 
turn, 67, 68 ; general rules 
for, 71-73 ; out of turn, 
laws about, 133, 134 

McCampbell, on game play- 
ing, 6 

No trump, at opening of the 
game, 21 ; in original bids, 
26, 28; and take-outs, 36; 
when Dealer bids, 43 ; rules 
for leads against, 52-54, 56 ; 
and echo, 65 ; laws, when 
declared, 105 

" Nullos, " " nullo, " 82, 95 



Penalties, the, 15, 16 
Play, opening the, 56-60 
Pole, William, on the game 
of Whist, 3 ; on the eti- 
quette of a game, 80 
Practical precepts, 71-102 

Redoubling and doubling, 

laws about, 124, 125 
Revoke, 20; laws about, 136 
Rubber, the, 10, 103, 106 
Rules, general, 71-73 

Scale, auction pitch, 28 

Score card, sample, 13; ex- 
planation of, 14, 15 

Scoring, 10-14; laws of, 103- 
107 

Second Hand, 29-33; when, 
doubles, 38; when, over- 
calls 39; in conventional 
plays, 61, 62 

Second round, bids, 46, 47 ; in 
conventional plays, 67, 68 

Shuffling, laws about, 11 1 

Suit, honors in a trump, 10; 
minor, in original bids, 24, 
25; major, in original bids, 
25 ; tables of minor and 
major, 27; to show tricks 
only, 34; and take-outs, 35, 
36; when Second Hand 
overcalls, 39; and second 
round bids, 46; and Third 
Hand partner's, 63, 64; and 
Fourth Hand's play, 69; 
some general rules about, 
72 



Index 



147 



Tables, forming, laws about, 
108 

Take-outs, 35-38 

Theory and practice of the 
game, 5-7 

Third Hand, 33-40; in bid- 
ding, 33-40; in conven- 
tional play, 63-68 



Trick, win or lose, the, 20; 

turned, 20 
Tricks, sure, 23, 24 
Trump, when declared or not 

declared, 105 

Unblocking, 64 

Values, table of, 12 
Visiting, 80, 81 



